• Announcements

    • Eichi

      Welcome, Edict Mod!   02/01/17

      We are happy to announce that the Arma 3 Edict Mod made the decision to base upon Exile Mod in the future and has been granted permission to do so. We have only had little contact so far, but we are looking forward to a successful cooperation. We will post more information as soon as we have them. You can read more on their website here. Welcome to the Exile family!
    • Vishpala

      Exile Development Continues!   02/12/17

      Read about Exile's future here:  
    • Eichi

      Safety in Private Messages   02/15/17

      If you ever find yourself being asked to pay for a script, consider it a spoof. Especially if you are being asked to discuss the details on Teamspeak, think twice. Do not fall for these persons. Make sure your provider is legit and avoid fishy services like Contract Coders. Instead, report them and prevent being fooled. This community is not a marketplace. People offering their services are being tolerated, but be certain that there are black sheep amongst them.

WolfkillArcadia

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About WolfkillArcadia

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  1. Not necessarily. Just because the mod is going to be hosted internally does not mean that it's going to be "bad news bears". This allows us developers of ExileLife mod to see it come out to it's full potential, as well as, providing a strong foundation for everyone to play on. This is especially important for a life server, as RP is one of the biggest aspects of the mod. Since it will be hosted internally, we can provide a consistent quality of RP and experience within our servers. This is also easier on us, the developers, since we do not have to worry about 3rd party hosting errors, bugs, and other abnormalities, allowing us to focus that time and energy into developing new and exciting features. @Z80CPU He was talking about ExileLife, not Exile. I just want to clear that up as that Exile will continue to be open to the community and ExileLife will be a closed mod.
  2. Yes, we have fishing implemented into ExileLife. This is not a feature of core Exile.
  3. Lol, gotcha.
  4. Are you talking about the screenshots in the dev blog or the screenshot of the guy who commented in the wrong spot?
  5. Exile and Exile Life development teams are completely separate. Exile Life is very much alive and kicking. We are more active on our discord, which you can join here: Discord
  6. Or a bush.
  7. It all depends on what your "custom placed map content" is. Are they just scenery objects? Are they vehicles that clients need to interact with? In ArmA, you have a few ways of spawning in objects. A quick note, ArmA considers objects to be "vehicles", so this word is interchanged a lot. createVehicle createVehicleLocal createSimpleObject The "createVehicle" command runs globally, meaning whatever is created using that command will have to sync to every client and the server. This will degrade performance as that this vehicle (object) has to be synced with the server and client. The more you spawn, the more the server and the clients have to know about. However, this is required for any vehicle that you want other players to see you driving. "createVehicleLocal" is a command that only creates the vehicle(object) local to the computer running the command. These vehicles (Objects) are not synced across the network to all clients and the server, therefore only requiring the client that ran the command to render and know about it. This will cause issues if you did a "createVehicleLocal" with a car as that nobody else on the server will see it. All of Exile's traders are created this way as that it cuts down on requiring the clients and server to sync all the information. "createSimpleObject" was a new addition to ArmA in version 1.62 (I think) that allows creation of a low network traffic objects. These objects are global as that the server and client know about them, however, the amount of data that has to be synced is significantly lower. You cannot create a drivable simpleObject car, however, you can create a prop car using this method. Exile's 3DEN tool does a great job at allowing people to create easy simple objects. Any simple object creation should happen on the server so you don't have objects creating every time a client joins. That being said, some things require being spawned on the server, some can be spawned on the client. Just keep in mind, if you spawn a building locally on a client and, for example, some AI were walking towards it, they would walk right through it because it wasn't synced to the machine controlling them. As for encryption, it's scenery objects, not really worth the time and effort to 'encrypt' the mission PBO.
  8. https://community.bistudio.com/wiki/allMissionObjects This command is very taxing so be careful with it.
  9. Totally looks good. Didn't even notice that the call for extDB isn't even in there, missing semi colons, you can't run getPlayerUID on nothing, and "=" is not how you check to see something is equal. Aren't you the kid who keeps telling people he is a developer? That's like me telling people I'm a medical doctor because I can put a band-aid on a cut. Anywho, @{SHU}ALEXM16 "rank.sqf" is wrong as that it won't work. It needs to run from the server in order to use extDB functionality. You'd probably want to run this from onPlayerConnected or ExileServer_object_player_createBambi / ExileServer_object_player_database_load. "getPlayerUID" requires a object to get the uid from, however, since you are running this on the server, "player" cannot be used. You will need to either get the UID passed into this script, make use of Exile's network messages and get the player object from the sessionID, or do the arma way and pass this script the netID of the player so you can convert it into an object. Your extDB call needs to be formatted so extDB can understand it. Using what your call requires, it would be: format["getRank:%1",_playerUID] call ExileServer_system_database_query_selectSingleField; "=" is not a way of comparing things in programming languages. It basically means, this equals that. For comparing, the == boolean operator is what you would use. However, in ArmA, it's safer to use "isEqualTo" as that "==" does not handle objects and such. You could nest your if statements if you wanted to, but that should be fine. if (_rank isEqualTo "1") then { [] execVM "rank\spawnr1.sqf"; }; if (_rank isEqualTo "2") then { [] execVM "rank\spawnr2.sqf"; }; As for figuring out how to put all of that together into a workable script, that is dependent on when that needs to be ran.
  10. Look at ExileClient_util_playerCargo_canAdd, ExileClient_util_playerEquipment_canAdd, and ExileClient_util_cargoContainer_canAdd.
  11. Please do because your endless spamming of this thread with ArmA 3 bugs isn't doing anything but wasting time and energy. What will solve something is you going over to this nice little website: https://feedback.bistudio.com/ and letting the people who actually can fix something know about these issues. But you will soon realize that BIS doesn't give a shit, so you might as well refund away my friend.
  12. You need to contact the server owners of the server you are playing on. Also, you've posted in the wrong sub-forum.
  13. 10/10 Would watch @Mezo and I dance again
  14. My apologies, I haven't looked at MarXet code in awhile. http://puu.sh/rEFVY/704302495d.txt Replace ExileServer_MarXet_network_buyNowRequest contents with that. I haven't tested that code, so let me know if something doesn't work.
  15. I'm assuming you mean when the player isn't online?