z80cpu
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Everything posted by z80cpu
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Good deal! ๐
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Hello @Davinel - BE produces a log of all errors. This must be viewed before anyone can help you. And if you view them, you should see what is causing the error too. ๐
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Disappearing Magazines
z80cpu replied to El' Rabito's topic in Exilemod (Unofficial)'s Problems & Bugs
Hello @El' Rabito - One thing you could do and it should work is to do this: 1 - Create 2 LOCAL (player only) event handlers: A - InventoryClosed B - InventoryOpened 2 - Create a script for the EH that when the inventory screen is opened, it counts the number of mags and their names. 3 - When the inventory is closed, count the number of mags again. IF the number from #2 >= than the new count, do nothing. If not add back those mags that are no longer there. Or you could verify the mag array from #2 if you desired so instead of a count. It is a 'quick and dirty' method, but it SHOULD (my opinion) work without a hitch! This script HERE may help you with a starting point. ๐ -
Thank you @chernaruski - The day I read your post, I 'took it apart' and saw all the stuff in there... Thanks again! ๐
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It has been so long, I can not remember if there is a setting or where in the Exile files I could modify it, but I am seeking where the 'plant time' for bombs is located so that I could adjust those values. I have searched several time thru the server config as well as the mission config and found nothing. Google turns up nothing. ๐ Could someone be as so kind as to show me how big a dummy I am? Thanks! ๐ ***** Also, I forgot about these two things. Years ago, there was 2 add-ons that were pretty kool. I can not think of their names nor even where to get them. #1 - Sort Trader Items - Once you pulled up the trader's 'shopping list', you could sort by alphabetical order. It was pretty kool. #2 - This add-on would show you the price of the item in trader when you went to pick it up. This would prevent a player from picking up garbage that was worthless. Bonus - Is there an add-on that would allow a player to search all traders to find which one has that item a player is looking for? it could be likened to the search you find in InfiSTAR. Thanks again! ๐
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@El' Rabito - Ignore my last post. I left it for others so they do not make the same mistake as I did. After looking at that SQF code and your lines, I saw my mistake. I was 'stepping on' the variable that was being replaced, thus the 'no action'. So for others, this is the original line in ExileClient_action_execute.Sqf Line 20: _actionConfig = configFile >> "CfgExileDelayedActions" >> _actionName; Now the copy in your OverWrite folder becomes: // Line Below Added For Delayed Actions With Org Rem'ed Out //_actionConfig = configFile >> "CfgExileDelayedActions" >> _actionName; _missionConfig = missionConfigFile >> "CfgExileDelayedActions" >> _actionName; _actionConfig = if (isClass _missionConfig) then {_missionConfig} else {configFile >> "CfgExileDelayedActions" >> _actionName}; Doing corrected the error I was having. Of course you had your listed this way, to ME, it was not clear where the 'mission' line should go. Hopefully, what I wrote above will make it crystal clear to all. ๐ Thanks again! ๐
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@El' Rabito - Well, I put in that addition, now I tried to 'steal a flag' and it does nothing. I get the action menu listing, you can select it, you can not 'activate it'. So, this is what I have: I have the delayed action HPP in my mission root. At the very bottom of my config.cpp file, last line is the #include. It is outside of all brackets. In my config file, I have the overwrite: ExileClient_action_execute = "overwrites\DelayedActions\ExileClient_action_execute.Sqf";. And in that file I have: Line 18 and 24 have your 'updated' instructions. I changed nothing in your HPP file and only the 2 items you mentioned in the update. Now, at least with the 'steal flag', you can not activate it. I am going to assume this is the same with the other 'exile actions' too.
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@chernaruski - Thank you and worry not about 'being judgemental'. Did you lie? No, so why should I object to the truth? I should not and nor do I! ๐ This config file does not exist, at least not by what you're calling it nor its location. Unless you're referring to the Config.BIN. Today, I did 'extract' that and it does have a load of stuff in it (900k+). I will examine it later. Please et me know if this is the file you're talking about. ๐ @El' Rabito - Thank you for the updated info. I have inserted it into the overwrite file. Again, thank you to both of you for your input! ๐
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Hello @El' Rabito - Never seen it done this way, though I guess it could! ๐ I THOUGHT there was a 'straight out' variable I could set, for example: 'SafeHackTime = 10'. Like I said, it has been a long time and as far as I know, maybe in the very early versions of Exile, was this present...I do not remember... ๐ Thank you for this as well as your time! I shall give it a whirl! ๐ PS - Just curious, where did find out about such stuff? I dug thru some of the code and as I am 'lower medium' scripter, I could not see anything. For I was going to 'hard code' a value in once I found the spot.
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@Porkeld - Well, what I can say is that it works. No errors or anything 'funky'. So, from that point, I can only assume that everything else is working too! Thanks again! ๐
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A Cautionary Tale - Exile Occupation
z80cpu posted a topic in Exilemod (Unofficial)'s Problems & Bugs
This is a 'warning' or a 'learning lesson' to those that read this. I can not explain anything how I got to this point, except, that I did. I have an Exile server which I have been running for about 4 years now. On it I have running the following AI missions: A3XAI DMS Exile Occupation Big Foot's Shipwrecks VEMF Black Eagle's Missions These have all been running with no issues for years. Then, 'out of the blue', 'weird' things started to happen and not all at once: Crates and safes would show in the DB as being placed, but if after about 10 minutes, anything you placed in them would NOT be in the DB. Less than approx. 10 minutes? It would show! There were no other DB issues. If I was at a trader with my vehicle, and I then drove 3 blocks away, got out, then logged off; Upon returning, my vehicle would be at the trader again. If I spawned (InfiSTAR) of bought a 'URAL_RU_Open' truck, the above issue would happen. But there was something else weird too! Going back to the trader, the truck would be there, but you could NOT enter it! NOTHING would put you into the truck; Exile, InfiSTAR, or my own mod I run as admin. NOTHING. If you managed to somehow get into the truck, you could not get out! You were trapped! You could not drive it ,open doors, etc. anything. I had to use my mod to get me out as pretty much nothing would including InfiSTAR. It appeared the truck became an object versus a vehicle, thus why I could not enter it or 'use it'. The Big Foot shipwrecks, out of the blue, AND about 10 days AFTER the above was going on; the message that someone was stealing the shipwreck quite showing up! First it was like 3 of 5 would show, then 2 of 5, then ZERO of five! I spent about 20 REAL hours 'running this down'. One of the main reasons is, I would have to wait about 10 - 15 minutes after a restart to 'test' my 'latest theory' and fix. It either worked or it did not. Failed? Retry, reboot, wait another 10 - 15 minutes, put something in the crate, see if it showed in the DB, repeat. One of my last things was to disable every 'sub routine' in each of the above scripts, which is a lot of them! I FINALLY found the issue and it was with the script 'Exile Occupation', in particular the routine: "OccupationVehicle.Sqf". I have no idea why this script went bonkers on me at this time. It had been running fine FOR YEARS. There was no ARMA nor Exile update to break it either, it just went nuts on me! ๐ I even updated all the scripts I could find (that was fun because you can not find them hardly anymore) and it made no difference. I even restored backups (files and DB) from years past...and it STILL FAILED! ๐ As I run my server from my house, I know EXACTLY what is going on with the server and NO changes had been made. (I use it for the Exile server and my Plex Media Server only). It appears that somehow the 'timers' being used were being 'disabled' or 'locked up' somehow by this script. Reason I say 'timers' is, for example, updates to the DB (such as crate contents) are not done immediately, rather on a 'schedule' of some sort or the saving your vehicle's last position. As a note, if the vehicle was saved in Exile's Virtual Garage, it would work, EXCEPT, AT TIMES, the Ural would not work and act as I described above. So after disabling this one routine and testing now for about 2 weeks, I can say for 100% the above 'issues' were being caused by the aforementioned script/routine. So if you should see/run across 'weird' stuff and you have this routine enabled, try disabling it by: a3_exile_occupation.pbo -> a3_exile_occupation folder -> config.sqf And changing/setting the line: SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles TO SC_occupyVehicle = false; // true if you want to have roaming AI land vehicles After making that one single change, EVERYTHING now works as it should (and as it used to)! I hope that some of you can gather at least something from this and that you never have to go thru this like I did! ๐ -
A Cautionary Tale - Exile Occupation
z80cpu replied to z80cpu's topic in Exilemod (Unofficial)'s Problems & Bugs
hahahahahahaahaha....its no big deal....I tried to find this mission, but I could not. And fret not, you did not waste my time and thank you for saying such! ๐ IF what you state is true, then it IS the mission. Exile changed the DB structure a few times and this mod is writing in the OLD FORMAT. Which means it might have trashed your entire DB now. They always included 2 files in the 'MySQL' folder: upgrade-1.0.2-1.0.3.sql upgrade-1.0.3-1.0.4.sql And if this is one of the first scripts to use the DB, it means it is writing to the DB in the '.9' era of Exile. This script is 3 (maybe even 4) versions behind on the DB format. As I do not know how to do DB's too well, all I can suggest is to DELETE this old mission and restore a DB backup from prior to its install. I do seem to remember if people did not do the DB upgrade scripts, all sorts of 'bad things' happened to them. You might have to do a DB wipe, remove this script, and start all over. If you do not have access to a DB backup and you CAN run batch files, I can give you a batch file that automatically backs up your DB. I run it at every server start, so I always have a DB backup. By default, it makes 30 days worth, and you can change that. So with a 4 hour reboot schedule, I have 180 backups for a 30 day month. File name looks like: FullBackup.2020-14-04-13-29.zip Made today: 04-13-2020 @ 1329 So if you can run batch files and the '7 Zip.EXE', let me know and I can get this to ya...works wonders and has saved me a time or too as well! If you can not run such, you MIGHT be able to ask your host about a backup, which they should have, question is; How old are they? ๐ -
A Cautionary Tale - Exile Occupation
z80cpu replied to z80cpu's topic in Exilemod (Unofficial)'s Problems & Bugs
Well, yours is kinda like mine: class Database { // Remove all deleted items from the database after X days permanentlyDeleteTime = 3; // Remove all territories (and contructions + containers in it) that were not paid after X days territoryLifeTime = 14; // Remove all containers outside of territories that have not been used for X days // Example: Tents containerLifeTime = 3; // Remove all constructions outside of territories that are older than X days or not moved for X days // Example: Work Benches constructionLifeTime = 3; // Remove all vehicles that were not moved/used for X days vehicleLifeTime = 14; // Set safe as abandoned abandonedTime = 3; // Deletes a base X days after the flag is stolen if the ransom money isn't paid stolenFlagLifeTime = 8; // Sets door & safe pins to 0000 and marks safes to abandoned X days after the flag is stolen if the ransom money isn't paid unlockLifeTime = 4; }; So, I do not think that would be it. Good guess...I did not think of that. ๐ I know it may seem that mod caused it, but I can assure you 100%, IF you got a KNOWN working copy of it, such as what I posted for you, it is NOT the mod. That mod has nothing to do with the issues you have. It just spawns crates - that is it! And since it is not a ExtDB2/ExtDB3 issues, and you have changed NOTHING, then lost packets appears to be the 'winner'. By testing as I suggested (putting down and removing small bases/flag), you should be able to 'catch' what is going on. Again, you also can do what I did: Disable every sub-routine in each script/mod/pbo to find the one that is 'bad'. Also, as an IT tech myself, if ANYONE has access to those files, DO NOT ASSUME nothing has been changed - VERIFY IT! I have seen other techs screw up stuff and then deny it. Verify those files via time stamp. It would also not hurt to review settings on those files while you are there. Just remember: You see someone doing exercise and then they have a heat attack. Was it the exercise OR did the already have heat issues PRIOR to doing the exercises? Such as diabetes, over weight, etc.? Prior issues is the culprit. What LOOKS guilty, a lot of the times, it is not. In your case, and you can examine the code if you at that level, the BF mod just spawns crates. Try what I suggested: Build a 2 part base with flag and whack it - Watch the DB. You can also temporarily change the 'delete' time to 1 day: // Remove all deleted items from the database after X days permanentlyDeleteTime = 3; TO // Remove all deleted items from the database after X days permanentlyDeleteTime = 1; This would 'speed up' the deletion. Since I am not there and I am not a minder reader; if you're using 'MySQLWorkbench', make SURE you're 'refreshing' the DB view(s). Most likely with any other DB viewer, you would have to do that too. Do not mistake 'old' data for current data. ๐ ๐ -
A Cautionary Tale - Exile Occupation
z80cpu replied to z80cpu's topic in Exilemod (Unofficial)'s Problems & Bugs
Hello @Sgt Smash, That is weird. As a suggestion, I would put down some flag somewhere, verify that it shows in the DB. Then remove it and again, verify it. And to my knowledge, the BF (Big Foot) script does not access the DB at all, so it should have no conflicts with the DB. I just went and 'verified' that. The only Exile calls it makes are for messages and nothing else. I am afraid that you have some underlying issue as I did. Like with humans 'referred pain'...you feel it in your arm, but it really is your leg. What you're talking about are the Exile files themselves. When a base is whacked, it sets a flag called 'deleted_at'. THIS is what you need to monitor. I would also verify that ALL dates/times are CORRECT that are used by the server(s). This is also what Exile uses to determine if something is deleted or not. For example, setting the 'last_paid_at' to the future, you will not have to worry about paying or it being deleted. As an example, I have my bases set to: 2022-12-31 12:34:56. So if your date/time keep 'changing' for some unknown reason, it will appear as 'random'. Also, I would ENSURE 100% that you're using ExtDB2 OR ExtDB3 and ALL files are 'configured' for that version ONLY. As I stick with 'what is known to work' (ExtDB2), ALL of my scripts are for that version. I would look into that you're using the correct versions on the server AND in the scripts. It seems like that Exile is not accessing the DB properly to delete and set the flags as needed. You might need to do what I did, disable all scripts and add back one at a time. Personally, I think you have ExtDB2 and ExtDB3 stuff mixed up somewhere. I am 99.9% sure it has nothing to do with BF's script, for all it does is spawn a wreck and a crate. Then sends a message out once found. Nothing more. This script is also 100% server-sided too. Maybe re-download the script from somewhere else as well as re-install the Exile server files. Try mine, it does work. DropBox Link: https://www.dropbox.com/s/gbisva0b57ebqgv/BigfootsShipwrecks_Server.pbo?dl=0 On the file "\BigfootsShipwrecks_Server\code\ExileServer_BigfootsShipwrecks_spawnShipwrecksCommand.sqf", I added a line at line 49: _crate setmass 10; You can remove that line or leave it in - It hurts nothing. There is one last POSSIBLE reason for this and it a hardware issue with your network boards or other HW issues. Such as a packets being lost. See: https://en.wikipedia.org/wiki/Packet_loss Wish I could offer more! ๐ -
Installing Infistar for Exile
z80cpu replied to xReva's topic in Exilemod (Unofficial)'s Problems & Bugs
Hello, This is an issue you need to address with them. I do know that they changed stuff on their website so if you got IS a while back, you need to create a NEW account and 'transfer' the license(s) to the new account. It is VERY UNCLEAR and NO HELP is present either. ๐ -
I will have to get this to check it out! ๐
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Exad instalation and no worked
z80cpu replied to OdinCZ's topic in Exilemod (Unofficial)'s Problems & Bugs
Hello, You have to have 'things' in your mission folder. For example, the phrase 'ExAd' appears in 113 files in my mission.PBO. You must have a folder, entries in the config.cpp and other places too. IF I remember correctly, the OLD ExAD does NOT work with the 'new' version of Exile. Check the PM I sent ya... ๐ -
Modify Names Shown And Distance When Shown
z80cpu posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
-- Shows/hide names of towns, cities, bases, etc. as well as adjusting at what distance they will shown to player. -- Yes, this is an old mod. Difference is that I added 'distance when to show names' as well as showing how to add other locations. And not everybody may have this due to main Exile site being gone now. Directions below are crafted on a 'novice level' so all admins can hopefully add this if desired without any issues/questions! I use this overwrite 'ExileClient_util_world_getNearestLocationName.sqf' and my other overwrite 'ExileClient_gui_hud_showSurvivalInfo.sqf' together with no issues, which both are posted here. ************************************************************************** *** How To Install *** #1 - Un-PBO your mission file. In your mission PBO, file and open the file called: Config.CPP #2 - Search/Find the section called: class CfgExileCustomCode Once found, it will look something like what is shown below: class CfgExileCustomCode { --- Other items may be here alreay --- }; #3 - In that section, add/paste the following: // Show Town/Base Info ExileClient_util_world_getNearestLocationName = "YOUR_OVERWRITE_PATH\FOLDER_NAME_YOU_CHOOSE_IF_WANTED\ExileClient_util_world_getNearestLocationName.sqf"; #4 - When completed, the 'CfgExileCustomCode' section should look like: class CfgExileCustomCode { --- Other items may be here alreay --- // Show Town/Base Info - ExileClient_util_world_getNearestLocationName = "YOUR_OVERWRITE_PATH\FOLDER_NAME_YOU_CHOOSE_IF_WANTED\ExileClient_util_world_getNearestLocationName.sqf"; }; I personally use the folder name of 'overwrites' for all my overwrites and I used 'BaseNames' for this overwrite. So my line in my Config.CPP looks like: "overwrites\BaseNames\ExileClient_util_world_getNearestLocationName.sqf"; Note: Make SURE, that no other overwrite is using the same 'module'. I.E.; ExileClient_util_world_getNearestLocationName.sqf If so, you must combine the two overwrites. I have only added 3 lines (shown/marked below), so it will be extremely easy to 'merge' any like modules in use. Addition #1: _MyRadius = 150; - How far away in meters to show message. Addition #2: _radius = [_this, 1, _MyRadius] call BIS_fnc_param; - Putting new variable '_MyRadius' into origian location where 500 was. (500 meters is default value). Original code: _radius = [_this, 1, 500] Addition #3: Add/Remove items from the '_locationTypes' array. See below for more info on this. With change #3, do be CAREFUL! There should ALWAYS be a comma after EVERY item EXCEPT THE LAST ONE! EVERY name should be 'surrounded' by quotes! Format, First -> LAST ITEM-1: QUOTE - ITEM - QUOTE - COMMA Example: "ITEM", Format, LAST ITEM: QUOTE - ITEM - QUOTE Example: "ITEM" * Failure to follow said format can cause ARMA to crash! * Correct: _locationTypes = ["a", "b", "c", "1", "2", "3"]; _locationTypes = ["a","b","c","1","2","3"]; Incorrect: _locationTypes = [a, b, c, 1, 2, 3]; <-- No quotes _locationTypes = [a, b, c, 1, 2, 3,]; <-- No quotes and a comma on the end _locationTypes = ["a", "b", "c", "1", "2", "3",]; <-- Comma on the end To make changes such as removing base names from showing to other players, just remove that item! Note: Make sure that the area you ADD back into this list has QUOTES AROUND THE NAME! Original: _locationTypes = [ "ExileTerritory", "NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine" ]; To Stop Showing Base Names, Which Is Shown Below, Just Remove "ExileTerritory", (Notice: Comma IS included): _locationTypes = [ "NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine" ]; Showing Other locations As An Example (3 Added At The Top And Are BOLDED): _locationTypes = [ "HistoricalSite", "FlatArea", "Name", "NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine" ]; Note: "ExileTerritory" is the name used to show player's bases. To set the distance a player must be to have the message shown, change the value of the variable '_MyRadius' to whatever you desire it to be. Default value is 500. This is the distance in meters for the radius. Note: There are 114 locations you can use in the array '_locationTypes'. Most of them are useless in Exile. To see all possible areas that you could put in the '_locationTypes' array, visit: https://community.bistudio.com/wiki/Location scroll down to the 'ARMA 3' section. #5 - Save, Re-PBO the mission, Stop the server, Copy over new mission PBO, Re-Start server! ************************************************************************** -- Put the following code below into a file called: ExileClient_util_world_getNearestLocationName.sqf Make SURE you name it EXACTLY as above as well as the case of the letters, as it DOES MATTER! a <> A, A = A First 3 lines in the newly created ExileClient_util_world_getNearestLocationName.sqf will be: /** * ExileClient_gui_hud_showSurvivalInfo * --------------------------------------------------------------------------- /** * ExileClient_util_world_getNearestLocationName * * Exile Mod * www.exilemod.com * ยฉ 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_position", "_radius", "_locationTypes", "_locations", "_locationName", "_location"]; _MyRadius = 150; // Added/Modified Line - Addition #1 Set this value to whatever you want too. Want the info to show far off? Set it to 1000. Wnat it to show when basically the player is 'on top of it'? Set it to 25. Number is meters from the base flag. Original value is 500. _position = _this select 0; _radius = [_this, 1, _MyRadius] call BIS_fnc_param; // Added/Modified Line - Addition #2 - Original value of '_MyRadius' is 500. Original line: _radius = [_this, 1, 500] _locationTypes = [ "NameCityCapital", "NameCity", "NameVillage", "NameLocal", "Hill", "NameMarine" ]; // Delete locations above to have them NOT show on screen once player gets withi the set radius. Added/Modified Line - Addition #3 - Exile Base Names Removed _locations = nearestLocations [_position, _locationTypes, _radius]; _locationName = ""; if !((count _locations) isEqualTo 0) then { _location = _locations select 0; _locationName = name _location; if (_locationName isEqualTo "") then { _locationName = text _location; }; }; _locationName -
-- Show Names of Bases, Towns, Areas, Etc. In System Chat window/area. Also shows time when player was there. -- This will allow the player to use the 'page up' feature of MP chat to see the time and name of an area they visited in the past. Yes, it is a silly mod, but it can come in handy. The length of time for this info to be present is not controlled by this mod. This is controlled by Exile and/or ARMA. Display will look like in system chat: Your Location: [ Kavala ] - At Time: 17:19:22 Adds basically zero impact on anything as it is basically one line of code. Directions below are crafted on a 'novice level' so all admins can hopefully add this if desired without any issues/questions! I use this overwrite 'ExileClient_gui_hud_showSurvivalInfo.sqf' and my other overwrite 'ExileClient_util_world_getNearestLocationName.sqf' together with no issues. Both posted here. ************************************************************************** *** How To Install *** #1 - Un-PBO your mission file. In your mission PBO, file and open the file called: Config.CPP #2 - Search/Find the section called: class CfgExileCustomCode Once found, it will look something like what is shown below: class CfgExileCustomCode { --- Other items may be here already --- }; #3 - In that section, add/paste the following: // Show Town/Base Info ExileClient_gui_hud_showSurvivalInfo = "YOUR_OVERWRITE_PATH\FOLDER_NAME_YOU_CHOOSE_IF_WANTED\ExileClient_gui_hud_showSurvivalInfo.sqf"; #4 - When completed, the 'CfgExileCustomCode' section should look like: class CfgExileCustomCode { --- Other items may be here alreay --- // Show Town/Base Info - ExileClient_gui_hud_showSurvivalInfo = "YOUR_OVERWRITE_PATH\FOLDER_NAME_YOU_CHOOSE_IF_WANTED\ExileClient_gui_hud_showSurvivalInfo.sqf"; }; I personally use the folder name of 'overwrites' for all my overwrites and I used 'BaseNames' for this overwrite. So my line in my Config.CPP looks like: "overwrites\BaseNames\ExileClient_gui_hud_showSurvivalInfo.sqf"; The entire line in my Config.CPP is: ExileClient_gui_hud_showSurvivalInfo = "overwrites\BaseNames\ExileClient_gui_hud_showSurvivalInfo.sqf"; Note: Make SURE, that no other overwrite is using the same 'module'. I.E.; ExileClient_gui_hud_showSurvivalInfo If so, you must combine the two overwrites. I have only added/modified 4 lines (shown/marked below), so it will be extremely easy to 'merge' any like modules into one module. Addition #1: _GameTime = [daytime] call BIS_fnc_timeToString; - Creates a variable for usage. The use of this variable in steps #1, #2, #3, were created for 'future use' if needed. I could have just used 'daytime'. Addition #2: [(_GameTime), "align='left' size='0.7' font='PuristaMedium'"] - Changed 'daytime' to '_GameTime'. Addition #3: _tt = "Your Location: " + "[ " + _locationName + " ]" + " - At Time: " + _GameTime; - Constructs message to be shown in system chat. Addition #4: systemchat _tt; - Show message crafted in #3 in system chat. #5 - Save, Re-PBO the mission, Stop the server, Copy over new mission PBO, Re-Start server! ************************************************************************** -- Put the following code below into a file called: ExileClient_gui_hud_showSurvivalInfo.sqf Make SURE you name it EXACTLY as above as well as the case of the letters, as it DOES MATTER! a <> A, A = A First 3 lines in the newly created ExileClient_gui_hud_showSurvivalInfo.sqf will be: /** * ExileClient_gui_hud_showSurvivalInfo * --------------------------------------------------------------------------- /** * ExileClient_gui_hud_showSurvivalInfo * * Exile Mod * www.exilemod.com * ยฉ 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_showDaysSurvived", "_locationName", "_messages"]; _showDaysSurvived = _this; _locationName = [(getPos player)] call ExileClient_util_world_getNearestLocationName; if !(_locationName isEqualTo "") then { _GameTime = [daytime] call BIS_fnc_timeToString; // Added/Modified Line - Addition #1 _messages = [ [(toUpper _locationName), "align='left' size='0.7' font='PuristaSemibold'"], ["","<br/>"], [(_GameTime), "align='left' size='0.7' font='PuristaMedium'"] // Added/Modified Line - Addition #2 - Original item where '_GameTime' was/is: daytime ]; [_messages] spawn BIS_fnc_typeText2; _tt = "Your Location: " + "[ " + _locationName + " ]" + " - At Time: " + _GameTime; // Added/Modified Line - Addition #3 systemchat _tt; // Added/Modified Line - Addition #4 }; ExileClientLastLocation = _locationName;
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Building Heights - Keep X/Y, Modify Z
z80cpu posted a topic in Exilemod (Unofficial)'s Problems & Bugs
Hello Everybody! I have a simple question (I think) about building heights. Now, I know they changed the 'formula' to a '3d' build a while back. And while this is ok, it does not solve an issue that any of us could run up against and is a 'pest'. How can I change JUST the build height limit without messing with the x/y values? Example: A person plants a flag on top of a 30m hill, their land size is 15m. They go to the bottom of the hill and put something down - It fails as the Z axis is 30m and the land size is 15m. Even if the x and y are the SAME, it will still fail. How can I set the Z (height) but leave the x/y alone? I THINK these are the 2 files which address this: ExileServer_object_construction_network_buildConstructionRequest.sqf ExileClient_util_world_canBuildHere.sqf The issue started when I added more levels. I added them correctly as they show and can be bought at the trader. I also can build in a larger area. The 'addition' also included bumping up the VG as it is required. The max level's radius is 500m. I must be less than 450m to build. Otherwise I got the 'You are inside enemy territory' error. I looked on here and tried the 'Build Limits For Bases': As I thought this MIGHT have something to do with it as the 'math' was sort of pointing to that (an altitude issue as it is a '3d' thing now). So I installed the above script and it still will not work. Here are the 'numbers': Base flag is at 265m height with a 500m radius. At 449m and a height of 129m (difference of 136m) I get the error 'You are inside enemy territory'. I move 'further out' to 466m (difference of 17m) and about the same height, I get the 'You are inside enemy territory'. With 'default' scripts or the script listed above, it just does not work. I am hoping someone knows what to do! Here is the values in the config.cpp concerning the build stuff: class CfgTerritories { // Base Cost / Radius // Level 1 is allways for Pop Tabs, >= 2 for Respect prices[] = { // Purchase Price Radius Number of Objects {5000, 15, 35 }, // Level 1 {10000, 30, 70 }, // Level 2 {15000, 45, 105 }, // Level 3 {20000, 60, 140 }, // Level 4 {25000, 75, 175 }, // Level 5 {30000, 90, 210 }, // Level 6 {35000, 105, 250 }, // Level 7 {40000, 120, 300 }, // Level 8 {45000, 135, 350 }, // Level 9 {50000, 150, 400 }, // Level 10 {250000, 200, 500 }, // Level 11 {500000, 250, 600 }, // Level 12 {750000, 300, 700 }, // Level 13 {1000000, 350, 800 }, // Level 14 {5000000, 400, 900 }, // Level 15 {25000000, 500, 1000 } // Level 16 }; // A shortcut of the above maximum radius maximumRadius = 500; // The above * 2 plus coverving the 20m you can move while placing things // (maximumRadius * 2) + 25 = Below minimumDistanceToOtherTerritories = 1025; // Maximum number of territories a player can own maximumNumberOfTerritoriesPerPlayer = 3; /** * Defines the minimum distance to safe zones / trader cities where players * cannot build territories */ minimumDistanceToTraderZones = 500; /** * Defines the minimum distance to spawn zones where players * cannot build territories */ minimumDistanceToSpawnZones = 50; // Amount of pop tabs per object to pay popTabAmountPerObject = 75; // Amount of minutes building is disabled after a charge has been planted // in a territory. This basically prevents people from placing tons of walls // or removing walls while their territory is under attack. constructionBlockDuration = 5; }; ******************************** /* The maximum number of vehicles that can be stored in the VG for that territory. Use -1 to disable the ability to store vehicles at that level. Make sure to have the same number of levels here as you do in CfgTerritories! */ numberOfVehicles[] = { 5, // Level 1 10, // Level 2 15, // Level 3 20, // Level 4 25, // Level 5 30, // Level 6 35, // Level 7 40, // Level 8 45, // Level 9 50, // Level 10 55, // Level 11 60, // Level 12 65, // Level 13 70, // Level 14 75, // Level 15 100 // Level 16 }; **************************** Thanks! ๐ -
fix Base Camera sorting
z80cpu replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
@El' Rabito - Well, what is simple to some fold is mighty hard to others! Interesting change though. This would be/is over my head though! I am lower-medium scripter in ARMA, and I would not gotten this one I think. I also tried it out last night...works like a champ! Once again, thank you for this and all the OTHER scripts (here and on the original Exile site) too! ๐ -
fix Base Camera sorting
z80cpu replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
@El' Rabito - I want to say publicly, that I had always appreciated all the work you have done with Exile in the past years. This script is but one example of the stuff you do! Thanks! ๐ -
Integrated Advanced rappelling to Exile
z80cpu replied to OdinCZ's topic in Exilemod (Unofficial)'s Problems & Bugs
@OdinCZ - There is no 'mode' in Exile! I have no idea where this 'mode' comes from. Exile has never had 'modes' outside of their 'Exile Escape'. And it is not a 'mode' that you activated with a parameter. If you want rappelling on your server, it is easy! #1 - Download the mod from here: https://steamcommunity.com/sharedfiles/filedetails/?id=713709341 #2 - Read the instructions! Also, put the server key on the server. #3 - Re-start server! Players that wish to use it must have the mod installed. On my server, I have this mod as an optional mod, so anyone can join, with or without it. Simple! ๐ -
Add CUP Buildings and Rosche to mission.sqm
z80cpu replied to Lord1385's topic in Exilemod (Unofficial)'s Problems & Bugs
@Lord1385 - Hate to sound 'bad', your RPT tells you what is wrong! Those items are not being loaded! Why? 3 things come to my mind: #1 - Your mission file is named wrong: MyMap.Altis.PBO instead of MyMap.WL_Rosche #2 - Your mission file is corrupt. This is shown by the error: "16:43:03 Mission Exile.WL_Rosche: Missing 'description.ext::Header'" #3 - You are starting ARMA with those item being not being loaded (This would be my guess) This would show in the server RPT file if they are loading or not. Do note: All 3 items listed above could be wrong at the same time! Good luck! ๐ -
All spawned cars super fast
z80cpu replied to florinel76's topic in Exilemod (Unofficial)'s General Discussion
@florinel76 - I can give you some info: #1 - Default ARMA and/or Original CUP/RHS vehicles do not run/operate 'fast'. #2 - Default Exile does not spawn CUP or RHS items ever. With the above being stated and factual, it would appear you have installed a 'mangled' version of CUP/RHS. It is also possible that your Exile config files are messed up too. Because Exile knows not of any CUP/RHS item you add. You must tell Exile that you added it. And they are spawning which means you told Exile about them. For example: An author can make a car go 120 kph and then an user can modify the car's config values and then make the car go 500 kph. Just changing the config file will override the original speed(s). Your best bet is to start over and not use "other people's" work. You know now how that works out for ya! ๐ I highly recommend you delete everything and follow set guidelines on setting up an Exile server along with how to use/import CUP/RHS items properly. There are many such 'guides' on such things online. ๐