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Found 43 results

  1. NOTE: 2.10. PROF/PERF up! you don't need a new client on the PERF/PROF server! there is a branch on steam you may use, but beware that sometimes data on dropbox are newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
  2. TLDR: How to delete reforger workbench (enfusion workbench) settings or reset workbench? Look up Arma Reforger Workbench using regedit and change or delete the settings to restore workbench. Long story: I had selected the SkyDome_Sun.emat file in the enfusion workbench (reforger workbench), this caused the workbench to crash. But before crashing, workbench managed to save the last opened file (SkyDome_Sun.emat). Now, every time I launched workbench, it would crash immediately. I deleted my project, launched into the vanilla reforger project, still crashed. I tried deleting my profile folders, I tried repairing the reforger tools on steam, nothing seemed to work, I deleted and grprj file that existed in my computer, tried %appdata% and more to find workbench settings, trying to RESET my workbench. Then I found that reforger workbench exists in the windows registry (regedit.exe) In regedit, I was able to find the registry that had saved the last opened file, I deleted the value of the file that was causing me to crash as soon as I loaded ANY project, now my worries were gone, the workbench launched again and I was able to play my favorite puzzle game, arma reforger workbench yet again! Since I cannot find anything about this online, I shall leave this post.
  3. # ExileServer-ClearBuffer-Fix This fixes some broken Vanilla code that skipped elements in the ExileSystemPlayerSaveASYNC and ExileServerVehicleSaveQueue on clearing buffers on server restart. Which is rather bad because it can cause loss of gear/vehicle rollback or allow duping! WARNING: Make sure every player was kicked before the ExileServer_system_rcon_event_clearBuffers is run! # Installation * Replace @ExileServer\addons\exile_server\code\ExileServer_system_rcon_event_clearBuffers.sqf and repack your exile_server.pbo Download: Github
  4. # 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
  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)
  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)
  7. What it does: If you logout with a weapon in your backpack that has attached attachments/magazines they will now get saved instead of them just vanishing. (Only works for backpacks, couldn't be bothered to apply it for vests!) # Exile Weapon Attachment Save Fix v0.10 by El' Rabito Download (Github) #> Installation 1. Add this two functions below above line 43 of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_util_getWeaponMagCargo','exile_server\code\ExileServer_util_getWeaponMagCargo.sqf'], ['ExileServer_util_getWeaponAttachementCargo','exile_server\code\ExileServer_util_getWeaponAttachementCargo.sqf'], 2. Put/replace the files from the code of the download folder into @ExileServer\addons\exile_server\code and repack your exile_server.pbo 3. Done ! Nothing more needed. # License Info: If you server is named KFB (Kentucky Fried Bambi) you have no permission to use this. Any violation will result in a DMCA.
  8. I want to continue my work on my PzH2000 but i just cant fix the error "Cannot generate ST - Coordinates". I already triangulated everything and did everything i found online but i just cant fix it. Maybe someone can look at the p3d and help me with it, just ask for it Pic of it
  9. What it does: This fixes a couple of issues with the take all function. For example: If you have a container with 5 different NVG's and press take all it removes one NVG of each type instead of just one. Other small QOL changes like possibility to use take all for multiple NVG's and GPS etc. Download (Github) Video example of the take all bug with NVG's:
  10. 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
  11. 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
  12. This fixes two exploits related to the Infistar !fixme command. 1.Add to your mission init.sqf ExileClientLastFixme = diag_tickTime; 2. a3_infiSTAR_Exile\fn_preInit.sqf line 527 - Replace the code with the code below. if(_fix_uniform_and_vest)then{ fnc_check_uniform_n_vest = { if(isNil'cunvthread')then { cunvthread = _this spawn { if(!isNil 'ExileClientLoadedIn' && alive player && (diag_tickTime - ExileClientLastFixme) >= 300)then { params [ ['_uniformServer','',['']], ['_vestServer','',['']] ]; _uniform = uniform player; _vest = vest player; if (!(_uniformServer isEqualTo _uniform) || !(_vestServer isEqualTo _vest)) then { closeDialog 0; _loadout = getUnitLoadout player; ExileClientLastFixme = diag_tickTime; ["InfoTitleAndText", ["!fixme", format ["Fixed your invisible gear!"]]] call ExileClient_gui_toaster_addTemplateToast; waitUntil { player setUnitLoadout _loadout; (_uniform isEqualTo (uniform player)) && (_vest isEqualTo (vest player)) }; }; }; cunvthread = nil; }; }; }; publicVariable "fnc_check_uniform_n_vest"; };
  13. What it does: This small change only allows the last driver to drain fuel from a vehicle (like the flip function). So trolls in the safezone can't just drain a vehicle. ################################################################################ Installation: Make a CfgExileCustomCode override for the following file with the code below. ################################################################################ ExileClient_object_vehicle_drain.sqf /** * ExileClient_object_vehicle_drain * * 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["_object", "_hasACan", "_magazines", "_amount", "_fuelDetails", "_fuelAmount"]; _object = _this select 0; _hasACan = []; if !(local _object) exitWith {["ErrorTitleOnly", ["Only the last driver can drain fuel!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; _magazines = magazinesAmmo player; { if((_x select 0) isEqualTo "Exile_Item_FuelCanisterEmpty")then { _amount = 20; _hasACan = ["Exile_Item_FuelCanisterEmpty",_amount,1]; }; if((_x select 0) isEqualTo "Exile_Item_FuelCanisterFull")then { if((_x select 1) < 20)then { _amount = 20 - (_x select 1); _hasACan = ["Exile_Item_FuelCanisterFull",_amount,_x select 1]; }; }; if((count _hasACan) isEqualTo 3)exitWith{}; } forEach _magazines; if((count _hasACan) isEqualTo 3)then { _fuelDetails = _object call ExileClient_util_fuel_getRealFuel; _fuelAmount = _fuelDetails select 0; if(_fuelAmount isEqualTo 0)exitWith { ["ErrorTitleAndText", ["Failed to drain fuel!", "There is no fuel left to drain."]] call ExileClient_gui_toaster_addTemplateToast; }; if((_hasACan select 1) > _fuelAmount)then { [ player, [_hasACan select 0,_hasACan select 2], ["Exile_Item_FuelCanisterFull",(20 -(_hasACan select 1)) + _fuelAmount] ] call ExileClient_util_inventory_replaceMagazine; _amount = _fuelAmount; } else { [ player, [_hasACan select 0,_hasACan select 2], ["Exile_Item_FuelCanisterFull",(20 -(_hasACan select 1)) + _amount] ] call ExileClient_util_inventory_replaceMagazine; }; call ExileClient_object_player_save; if(local _object)then { [_object,-_amount] call ExileClient_util_fuel_setFuel; } else { ["setFuelRequest",[netId _object,-_amount]] call ExileClient_system_network_send; }; ["SuccessTitleAndText", ["Drained fuel!", format ["You have drained %1L.", _amount]]] call ExileClient_gui_toaster_addTemplateToast; } else { ["ErrorTitleAndText", ["Failed to drain fuel!", "You do not have a fuel canister."]] call ExileClient_gui_toaster_addTemplateToast; }; true
  14. Description: You can now flip vehicles even if the engine is still running (as last driver) and the vehicle flips a bit higher to avoid clipping into the ground. The Safezone Wastedump exploit should be fixed aswell with these changes. * Different flip height for ground/air vehicles and a special case for vehicles that like explode when you flip them like the 3CB Coyote and Jackal. (ExileClient_object_vehicle_flip change or add the classnames in _specialflipcases). ################################################################################ Installation: Make two CfgExileCustomCode overrides for the following files with the code below. ################################################################################ ExileClient_object_vehicle_interaction_show.sqf /** * ExileClient_object_vehicle_interaction_show * * 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/. */ (alive ExileClientInteractionObject) && !(locked ExileClientInteractionObject isEqualTo 2) ExileClient_object_vehicle_flip.sqf /** * ExileClient_object_vehicle_flip * * 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["_vehicle","_pos"]; _vehicle = _this select 0; _vehicleType = typeof _vehicle; _specialflipcases = ["UK3CB_BAF_Coyote_Passenger_L111A1_W","UK3CB_BAF_Jackal2_L111A1_W","UK3CB_BAF_Jackal2_L111A1_G"]; if !(local _vehicle) exitWith {["ErrorTitleOnly", ["Only the last driver can flip this vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; if ((locked _vehicle) isEqualTo 2) exitWith {["ErrorTitleOnly", ["You can't flip a locked vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; false;}; if (local _vehicle) then { if (_vehicle iskindof "Air") then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 1.0]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1] }; if (_vehicleType in _specialflipcases) then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 3.75]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1]; } else { if !(_vehicle iskindof "Air") then { _pos = getPosATL _vehicle; _pos set [2,(_pos select 2) + 2.5]; _vehicle setPosATL _pos; _vehicle setVectorUp [0, 0, 1]; }; }; } else { ["flipVehRequest",[netId _vehicle]] call ExileClient_system_network_send; }; true
  15. Hello everyone, I've made a custom mission, using custom mods (from the 506th) and additional addons, along with my own custom faction made through ORBAT. The mission works very well, just some oddball errors. To the point: My friend is able to join the server with ease, no hiccups or errors. Everything operates as normal: Joins the server, chooses a slot, I start the mission up, he downloads the mission file just fine, but then the map's loading screen (tanoa) gets stuck at around 85% of the way. On the map brief, his player even goes to the blue rectangle at that point. Hitting continue, he can still hear everything fine, just as if he were actually in the mission and I can see his name on the player he's chosen. We've tried what seems like everything at this point and I'm at a loss: - Deleted all MPMissionCache (on both of ours) - Made sure his mods works in the editor - Made sure we had the exact same mods loaded, AND in order - Applied the "fix", done correctly as done in the video, found in this video where an init.sqf is applied in the mission file and exported to the MPMissions folder, and I load THAT mission in: https://www.youtube.com/watch?v=3Y4JuvoT1Gs - Restarted several times Note that when in the editor and loading this mission, or saving it for the first time in the particular editor session, I get this error: []: 'bin\config.bin/CfgPatches/tiad_506th_Light_Laser_switch/' not an array Also note that when loading the mission on the server we (both) get this error: No entry 'bin\config.bin/CfgWeapons.506th_atrophine'. Mods loaded are as follows (in this order): - 506th IR - Community Based Addons v3.15.1 - 506th IR - Advanced Combat Environment 3.13.2 - 506th IR - Mod Pack 3.3.8 - 506th IR - CUP Terrains - Core - 506th IR - CUP Terrains - Maps - 506th IR - RHS: Armed Forces of the Russian Federation - 506th IR - RHS: GREF - 506th IR - RHS: Serbian Armed Forces - 506th IR - RHS: United States Forces - 506th IR - Task Force Radio (TFAR) v1.0.325 - CBA_A3 - C2 - Command & Control - ALiVE - Ares - Achilles - NIArms All in One - L3-GPNVG18 Panoramic Night Vision - MLO All-in-One Collection - UnderSiege Patches & Insignias Link to download the .rpt file: - .RPT FILE How can I fix this? What am I missing here? I've spent a lot of time making the mission (too much to admit, especially since it was my first ever real attempt at making a polished mission)
  16. venom -ts-

    Need help for this fix

    Hi all, I am pretty new to Arma 3 editing, so bear with me. I have been recently encountering certain issues in SP missions. I would switch to my secondary, then back to my primary weapon, usually it works as per normal but now I have been having this weird error that pops up, whenever I switch from secondary to primary weapons I really have zero clue on how to fix this and would love for some help.
  17. I thought I'd share this little workaround I've come up with regarding wrong texture sorting. As per title, it refers to the cases where units aren't hidden by particles, usually smoke. Like here: This has been discussed before, and even some solutions were provided by a dev. Unfortunately, none of those worked for me for this particular texture. For some reason, the texture used for the equipment of the units shown in the screenshot above was causing all this problem with sorting. Nothing mentioned in that thread worked for me. Neither changing the name of the texture, copy pasting in a new file, exporting from the blood version (with blood hidden), exporting to tga through Irfanview (instead of GIMP), etc. There were some oddities regarding the texture, though. Its size, once conveted to .paa, was particularly big (about 300kb when the rest were 170). Also, checking the texture in TexView2 (as it provides more feedback than TexView) showed that the texture was in AI88 format and not DXT1, as it should. Why this was the case, I don't know. The workaround Seeing that nothing I was trying worked, and that the exported tga seemed to be the root of all the problems, I decided to export to jpg instead, and created the paa from version. This solved it. So, if you ever happen to be in this same situation, consider exporting as jpg instead of tga. No idea how to work around this when using textures with alpha channels, though. Not sure the jpg can preserve the alpha information. The same units with fixed textures (they are properly hidden now): And here's a zip file with the faulty texture and both the bugged and fixed paas, just in case you're curious or come up with another workaround: https://www.mediafire.com/download/3sd6bm2z9klsvph/bugged_texture_example.zip
  18. Gets rid of the number changing base cameras and sorts them by distance so they should always have the same number. Make a CfgExileCustomCode override for ExileClient_gui_baseCamera_event_onLoad.sqf with the code below. /** * ExileClient_gui_baseCamera_event_onLoad * * 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", "_camerasCombo", "_range", "_cameras", "_index"]; _display = uiNamespace getVariable ["RscExileCameraView",displayNull]; _camerasCombo = _display displayCtrl 4005; _range = ExileCameraSystemBase getVariable ["ExileTerritorySize",0]; _cameras = nearestObjects [ExileCameraSystemBase, ["Exile_Construction_BaseCamera_Static"], _range]; lbClear _camerasCombo; if(_cameras isEqualTo [])then { _index = _camerasCombo lbAdd "No cameras in your base"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; } else { _index = _camerasCombo lbAdd "Select a Camera"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; { _index = _camerasCombo lbAdd ("Camera " + (str _forEachIndex)); _camerasCombo lbSetData [_index,netId _x]; _camerasCombo lbSetPicture [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; if(_x getVariable ["ExileCameraInUse",false])then { _camerasCombo lbSetColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetPictureRightColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetTextRight [_index,"IN USE!"]; _camerasCombo lbSetColorRight [_index,[221/255, 38/255, 38/255, 1]]; } else { _camerasCombo lbSetColor [_index,[160/255, 223/255, 59/255, 1]]; }; } forEach _cameras; }; ExileClientPlayerIsInSecurityCamera = true; ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.39, 0.32, 0.25, 1], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]]; ExileClientPostProcessingColorCorrections ppEffectCommit 0; ExileClientPostProcessingColorCorrections ppEffectEnable true; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectCommit 0; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectEnable true; false call ExileClient_gui_hud_toggle; _camerasCombo
  19. 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
  20. Hello, community! 🙂 I have tried to create a mod with units using Drongo's Config Generator. I know how it works and I have created some mods already. What I want to share is an issue when I made my last mod. I have used this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1124966491 for the uniforms and also Contact's Spetsnaz units, as my units should be Russians. I have tried the mod afterwards and only the uniforms are the CSAT vanilla (default) ones instead of the Russian variants. I have tried several times and I have got the same error every time, no matter if you units are from the F1 faction menu or the F2 groups menu. What could cause this problem? Thank you in advance! 🙂 🍻
  21. This is bull crap. Don't get my crates so it won't affe t my battle pass progression. Which you literally can't achieve without devoting your entire life to the game to begin with. This is STUPID
  22. Arma 3 is closing a alot of my Apps, Nvidia Control Panel, ShadowPlay, even Razer Synapse, Asus Aura, Samsung Magician and iCue(for Corsair Keyboard), what's happening??? EDIT: Battleye issue EDIT 2: Solution at least for me: Disabling Ultra Low Latency Mode in Nvidia Control Panel - Reboot the Computer - Start the Game and should be fixed.
  23. nacrogamer

    Problem with object

    I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
  24. I m having an error message using the Namalsk Map. First, I tried without any addon or patch and i had this: No Entry for 'bin\config.bin/cfgWorlds/namalsk/WaterExPars.FogColorLightInfluence'. Then i applied the Namalsk Light Patch V2, this solved the previous problem, but created another one: Embedded skeleton building in 'nsts_structures\seb_mine_maringotka.p3d' has different [bones count ] in different p3d files. Skeleton/model 'nsts_a2\hlidac_budka.p3d' will probably not work correctly im creating a mission in Single Player and the doubt is : ¿this error will affect something and someone knows how to fix it?
  25. From my experience so far the game is very enjoyable I have input and feedback that I hope the developers will see Bugs and glitches first Number one accuracy seems to be off I have clipped moments where I have aimed right at someone’s head and no hit markers or anything then leading to a much louder gun fight than intended Number 2 getting to close to an enemy renders there gun useless if someone runs into me and decides to melee with a weapon my guns will Jam and say weapon ammo not found and give me -/31 clip instead of what I actually have which could be 22 bullets Number 3 I have noticed some players can shoot around corners due to the game being set in 3rd person however if I am aiming my gun and I come out from cover and attempt to shoot if I was to close to my cover when I move out my gun will refuse to shoot and then render my surprise attack useless leading to louder gun fights than intended number 4 When my teammate dies and spectates me he can hear his Audio beside his own body giving me the advantage in battle as he can tell me when to aim and when they are looting his box I have more to input but as of just now these are the major bugs some minor bugs consist of number 5 players being able to completely avoid damage by zig zagging this is due to bug number 1 and accuracy being off slightly number 6 players should be allowed to drop loot not destroy I was chasing someone who got the supply drop and also looted the safe from the barred house he knew he was going to die so destroyed everything in his inventory this should be removed if he had dropped it tactically and ran he could then Collect it at a later time instead costing other players no loot number 7 When shooting my gun in first person mode I need to shoot directly to the right of the person or else I am failing to hit them the guns iron sights is broken I cannot accurately hit a target unless I aim almost directly to the top right of the players head that is all the information I have gathered so far I would like to suggest some things now number 1 upgrades on the house and adding new things should give me ability’s like radar trip wires bouncing betty traps and various other things like if I was max level and I stole the supply drop I could have 15 seconds where I won’t ping the map to get away more swiftly number 2 add full first person support the game would play much better if there was ways to play in full first person instead of just iron sights and only 3rd-1st person can play with each other but 1st person players won’t get matched with 3rd person players number 3 abilitys and levels players need gratification for their play time and experience maybe a level system that adds exp and shows others how you have done etc and ability’s nothing crazy but maybe as you play you get better the ability to make a hammer to stop enemy’s from using radio tower or the scan tower lid like to give more feedback directly to developers if I could thanks and lastly number 4 a ping system so I can point an show my team mate where something is rather than just clicking on the map and adding a waypoint thanks I will be playing more and give more feedback as I find it Weapon accuracy Being killed around a corner
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