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Found 18 results

  1. What it does: This fixes a a couple of problems with the serverside Virtual Garage scripts. - Just realised the bug (Duping) still exists in the current server files and there is no public fix on the Exile Discord listed, nor is there a thread in the Unofficial forum. - I optimised it slightly and also included the "Nickname problem" bug fixes from @Crito-VanaheimServers for convenience. Download & Installation (Github) Support Me: www.buymeacoffee.com/ElRabito
  2. # Exile-Tree-Chopping-Fix This fixes a issue with the tree chopping where it creates a new lootHolder for every single log due to the "centerpoint" of the tree being out of range. # Installation - Replace ExileServer_object_tree_network_chopTreeRequest in your exile_server.pbo and repack it. Download: Github Support Me: www.buymeacoffee.com/ElRabito
  3. # Swoosh & Swing Fix Fixes a exploit with the axe and sledgehammer. # Installation 1. Make a CfgExileCustomCode override for ExileClient_object_shippingContainer_smash.sqf & ExileClient_object_tree_chop.sqf and add the files to your missionfile. 2. Done Download: Github Support Me: www.buymeacoffee.com/ElRabito
  4. Since there are a few exploits and bugs with the Autorun function by default like interrupting the animation while using medics or being run over. Here are some fixes for these problems. - Disables Autorun in Territory. (VG exploit) - Disables Autorun while playing russian roulette. - Disables Autorun while in Combat. (Remove the first If statement (ExileClientPlayerIsInCombat) if you don't want to disable autorun in combat) - Disables Autorun while doing certain animations to fix a animation skipping exploit. - "Fixes" the "slide" bug while holstering a weapon and pressing autorun. - "Fixes" the instant weapon draw while pressing 1 or 2 while autorunning and then pressing a movement button. Download & readme: https://github.com/ELRabito/Exile-AutorunFixes Support Me: www.buymeacoffee.com/ElRabito
  5. # Exile-LootGarbageCleaner-Tweaks * This fixes some broken Vanilla code that stopped the whole garbagecleaner forEach for the first building that doesn't exceed loot lifetime. * And also adds player detection to skip deleting of loot in buildings if a player is close. # Installation * Replace @ExileServer\addons\exile_server\code\ExileServer_system_garbageCollector_unscheduled_deleteLoot.sqf Download (Github) Support Me: www.buymeacoffee.com/ElRabito
  6. This fixes the problem with stuck territory radius marker arrows. Now every player of a territory can delete the radius markers without any problem. # Installation - 1 - Make a CfgExileCustomCode override for ExileClient_gui_xm8_slide_territory_event_onRadiusButtonClick.sqf - 2 - Done Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito
  7. What it does: This fixes the problem of base parts/containers not getting deleted by the garbagecleaner. # 1. Replace/add the stuff below in the exile.ini for extDB3 [deleteUnpaidTerritories_construction] SQL1_1 = DELETE FROM construction WHERE deleted_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NOT NULL SQL1_INPUTS = 1 [deleteUnpaidTerritories_container] SQL1_1 = DELETE FROM container WHERE deleted_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NOT NULL SQL1_INPUTS = 1 [addAbandonedSafes] SQL1_1 = UPDATE container SET abandoned = NOW(), pin_code = '0000' WHERE last_updated_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND class = "Exile_Container_Safe" AND territory_id IS NULL SQL1_INPUTS = 1 [deleteBaseFlagStolen] SQL1_1 = UPDATE territory SET deleted_at = NOW() WHERE flag_stolen_at < DATE_SUB(NOW(), INTERVAL ? DAY) AND deleted_at IS NULL SQL2_1 = UPDATE construction SET deleted_at = (SELECT deleted_at FROM territory WHERE territory.id = construction.territory_id AND territory.deleted_at IS NOT NULL) WHERE construction.territory_id IS NOT NULL SQL3_1 = UPDATE container SET deleted_at = (SELECT deleted_at FROM territory WHERE territory.id = container.territory_id AND territory.deleted_at IS NOT NULL) WHERE container.territory_id IS NOT NULL SQL1_INPUTS = 1 # 2. Replace ExileServer_system_garbageCollector_cleanDatabase.sqf with the code below. /** * ExileServer_system_garbageCollector_cleanDatabase * * Exile Mod * www.exilemod.com * © 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["_permanentlyDeleteTime", "_territoryLifeTime", "_containerLifeTime", "_constructionLifeTime", "_vehicleLifeTime", "_abandonedSafeTime", "_stolenFlagLifeTime", "_unlockLifeTime"]; _permanentlyDeleteTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "permanentlyDeleteTime"); _territoryLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "territoryLifeTime"); _containerLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "containerLifeTime"); _constructionLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "constructionLifeTime"); _vehicleLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "vehicleLifeTime"); _abandonedSafeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "abandonedTime"); _stolenFlagLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "stolenFlagLifeTime"); _unlockLifeTime = getNumber (configFile >> "CfgSettings" >> "GarbageCollector" >> "Database" >> "unlockLifeTime"); format ["setAbandonedUnlocked:%1", _unlockLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldConstructions:%1", _constructionLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteUnpaidTerritories:%1", _territoryLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldContainers:%1", _containerLifeTime] call ExileServer_system_database_query_insertSingle; format ["markDeleteOldVehicles:%1", _vehicleLifeTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories_construction:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteUnpaidTerritories_container:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldContainers:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldConstructions:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteOldVehicles:%1", _permanentlyDeleteTime] call ExileServer_system_database_query_insertSingle; format ["deleteBaseFlagStolen:%1", _stolenFlagLifeTime] call ExileServer_system_database_query_insertSingle; format ["addAbandonedSafes:%1", _abandonedSafeTime] call ExileServer_system_database_query_insertSingle; # 3. ExileServer_object_container_database_insert.sqf & ExileServer_object_construction_database_insert.sqf (BrettNordin/Extdb3) (Line 19 in both files) This fixes the issues with elements/containers not despawning outside of territories. _territoryID = if (isNull _territoryFlag) then { 'NULL' } else { _territoryFlag getVariable ["ExileDatabaseID", '']}; Change to _territoryID = if (isNull _territoryFlag) then { '' } else { _territoryFlag getVariable ["ExileDatabaseID", '']}; Support Me: www.buymeacoffee.com/ElRabito
  8. Every experienced base builder in exile knows the problem. You move an existing base object while your on/near max elements limit of your base and it's disappearing. Here is a simple solution for that problem. # Make a new Customcode override for ExileClient_object_construction_move.sqf with the code from Github. https://github.com/ELRabito/Exile-Move-Element-Fix Support Me: www.buymeacoffee.com/ElRabito Updated / 30.07.2020 : Fixed moving of tents and safes outside of territories.
  9. ## UPDATE 20.10.2019 I found a much better solution for the problem. Instead of forcing the character to lay down,i just remove the velocity and tada, even better than the old version and i added a missing animation name. Video demonstration (Youtube) Support Me: www.buymeacoffee.com/ElRabito ## Installation Add the code from the Github (Code) initplayerlocal.sqf to your initplayerlocal.sqf of your mission-file.
  10. This fixes a dupe method for Exile. Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito Installation 1. Make a CfgExileCustomCode override for ExileClient_object_player_event_onInventoryClosed.sqf 2. Done
  11. What it does: This fixes a couple of problems with the placement of the territory flag. * Disables the placement of the flagpole without choosing a flag. * Name must be unique since you can spawn at an enemy base if it has the same name (XSSpawn). * Limits the length of the base name to 16 letters. Make a new CfgExileCustomCode override for ExileClient_gui_setupTerritoryDialog_event_onPlaceButtonClick.sqf with the code below. /** * ExileClient_gui_setupTerritoryDialog_event_onPlaceButtonClick * * Exile Mod * www.exilemod.com * © 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["_display", "_listBox", "_territoryName", "_selectedFlag", "_alphabet", "_forbiddenCharacter","_position","_center","_allTerritoryFlags","_baseName","_ExileAllBasenames"]; _display = uiNameSpace getVariable ["RscExileSetupTerritoryDialog", displayNull]; _listBox = _display displayCtrl 4001; _territoryName = ctrlText (_display displayCtrl 4000); _selectedFlag = lbCurSel _listBox; _selectedFlag = _listBox lbData _selectedFlag; try { _territoryName = _territoryName call ExileClient_util_string_trim; _NameLength = count _territoryName; if (_NameLength isEqualTo 0) then { throw "Please enter a territory name."; }; if (_NameLength < 3) then { throw "Territory name is too short."; }; if (_NameLength > 16) then { throw "Territory name is longer than 16 letters."; }; if(_selectedFlag == "") then { throw "Please choose a flag from the list."; }; _ExileAllBasenames = []; _position = worldSize/2; _center = [_position,_position,0]; _allTerritoryFlags = nearestObjects [_center, ["Exile_Construction_Flag_Static"], worldSize]; { _baseName = _x getVariable ["ExileTerritoryName", ""]; _ExileAllBasenames pushBack _baseName; }forEach _allTerritoryFlags; if(_territoryName in _ExileAllBasenames) then { throw "Name is already in use, please choose a different name!"; }; _alphabet = getText (missionConfigFile >> "CfgClans" >> "clanNameAlphabet"); _forbiddenCharacter = [_territoryName, _alphabet] call ExileClient_util_string_containsForbiddenCharacter; if !(_forbiddenCharacter isEqualTo -1) then { throw "Invalid character in input. Please try again."; }; ["Exile_Item_Flag",_selectedFlag,_territoryName] call ExileClient_construction_beginNewObject; } catch { ["ErrorTitleAndText", ["Failed to place flag!", _exception]] call ExileClient_gui_toaster_addTemplateToast; }; closeDialog 0; true
  12. What it does: Fixes a Exile bug/design flaw which took your poptabs while aborting the PIN change at the Vehicle Customs Trader. Now the poptabs only get deducted if the PIN change is successful. Download/Installation (Github) Support Me: www.buymeacoffee.com/ElRabito
  13. There is a small issue with the ExileClient_object_construction_network_constructionMoveResponse.sqf. Errors thrown from ExileServer_object_construction_network_moveConstructionRequest.sqf like "You cant move Damaged objects, repair it first" or "Territory has been under attack within the last %1 minutes." etc, are not getting displayed on the client side. This small change fixes that. /** * ExileClient_object_construction_network_constructionMoveResponse * * Exile Mod * www.exilemod.com * © 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["_response", "_objectClass"]; _response = _this select 0; _objectClass = _this select 1; if(_response)then { _objectClass call ExileClient_construction_beginExistingObject; } else { _exception = _this select 1; ["ErrorTitleAndText", ["Construction aborted!", _exception]] call ExileClient_gui_toaster_addTemplateToast; }; true
  14. Problem: For example: If you had set the config of the Sloth Machine (class CfgSlothMachine) to more generous values it is very easy to make easy/fast gains as player with the default Exile code just by spamming the Sloth Machine. What it does: Disables the possibility to spam the "Sloth Machine" spin button. 1. Add to initplayerlocal.sqf IsplayingSlothMachine = false; 2. Create two CfgExileCustomCode overrides for the following. ExileClient_gui_xm8_slide_slothMachine_event_onSpinButtonClick.sqf /** * ExileClient_gui_xm8_slide_slothMachine_event_onSpinButtonClick * * Exile Mod * www.exilemod.com * © 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/. */ if (IsplayingSlothMachine) exitWith { ["ErrorTitleAndText",["Sloth Machine", "You are already playing!"]] call ExileClient_gui_toaster_addTemplateToast; }; ["slothMachineRequest"] call ExileClient_system_network_send; IsplayingSlothMachine = true; ExileClient_system_slothMachine_network_slothMachineResponse.sqf /** * ExileClient_system_slothMachine_network_slothMachineResponse * * Exile Mod * www.exilemod.com * © 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["_prizeName", "_winnings", "_moneyChange", "_symbols", "_winningsString", "_moneyChangeString", "_dialog", "_startButton", "_backButton", "_winningsLabel", "_gameText1", "_gameText2", "_gameText3", "_displays", "_control", "_image", "_position"]; _prizeName = _this select 0; _winnings = _this select 1; _moneyChange = _this select 2; _symbols = _this select 3; [_prizeName, _winnings,_moneyChange,_symbols] spawn { disableSerialization; _prizeName = _this select 0; _winnings = _this select 1; _moneyChange = _this select 2; _symbols = _this select 3; _winningsString = _winnings call ExileClient_util_string_exponentToString; _moneyChangeString = _moneyChange call ExileClient_util_string_exponentToString; _dialog = uiNameSpace getVariable ["RscExileXM8", displayNull]; _startButton = _dialog displayCtrl 4141; _startButton ctrlEnable false; _backButton = _dialog displayCtrl 4148; _backButton ctrlEnable false; _winningsLabel = _dialog displayCtrl 4144; _gameText1 = _dialog displayCtrl 4145; _gameText2 = _dialog displayCtrl 4146; _gameText3 = _dialog displayCtrl 4147; _displays = [_gameText1,_gameText2,_gameText3]; { playSound format["SndExileTwinkleTwisterCharge0%1", _forEachIndex + 1]; uiSleep 4.5; playSound format["SndExileTwinkleTwisterChargeDone0%1", _forEachIndex + 1]; _control = (_displays select _forEachIndex); _image = _x; _control ctrlSetText _image; _position = ((ctrlPosition _control) select 0); _control ctrlSetPosition [ _position, safezoneH + (safezoneY - 1.2) ]; _control ctrlSetFade 0; _control ctrlShow true; _control ctrlCommit 3; uiSleep 3; } forEach _symbols; if (_prizeName isEqualTo "") then { playSound "SndExileTwinkleTwisterFail"; _winningsLabel ctrlSetStructuredText (parseText format ["<t align='center' color='#e14141'>%1</t>",_winningsString]); ["ErrorTitleAndText", ["You lose!", format ["%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='24'/>", _moneyChangeString]]] call ExileClient_gui_toaster_addTemplateToast; IsplayingSlothMachine = false; } else { if (_prizeName isEqualTo "Jackpot") then { playSound "SndExileTwinkleTwisterSuccess"; _winningsLabel ctrlSetStructuredText (parseText format ["<t align='center' color='#e14141'>%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='1' shadow='true' /></t>",_winningsString]); ["SuccessTitleAndText", ["Jackpot!", format ["+%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='24'/>", _moneyChangeString]]] call ExileClient_gui_toaster_addTemplateToast; IsplayingSlothMachine = false; } else { playSound "SndExileTwinkleTwisterSuccess"; _winningsLabel ctrlSetStructuredText (parseText format ["<t align='center' color='#e14141'>%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='1' shadow='true' /></t>",_winningsString]); ["SuccessTitleAndText", ["Small prize!", format ["+%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='24'/>", _moneyChangeString]]] call ExileClient_gui_toaster_addTemplateToast; IsplayingSlothMachine = false; }; }; uiSleep 5; call ExileClient_gui_xm8_slide_slothMachine_reset; }; true
  15. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  16. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  17. I would prefer option 2 as it means that you don't lose all your progress from that round, perhaps requiring you to not be in combat so it wouldn't be exploited
  18. millardzahiri

    Tick Tock CRASH

    the game is crash after 5 to 10mins, its like you added a timer for it to crash for me. I could be playing a game, or just be on the main menu, it will freeze. I have to do ctrl alt delete everytime. Iv yet to play the game without crashing since i did the update today. One time it took only 2 mins to crash, I clicked on Multiplayer on the main menu then clicked Server Browser, I crashed, here is the info i saw after i ended Arma program through ctrl Alt Delete if it helps- https://i.gyazo.com/7ea2cc1080c9cd8ae29edbcd8344f6d2.png Exit code- 0xCFFFFFFF - STATUS_APPLICATION_HANG OS 64BIT: TRUE Process 64bit: FALSE Culture: en-US
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