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Kurewe

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About Kurewe

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  1. Ok. I double checked my work, so I was hoping it wasn't just me.
  2. I just got done updating to v0075 from v0074 and started having an issue. Players weren't able to join the server. The would immediately get kicked. I can not find any specific reason in any of the files as of yet except the surveillance log. The surveillance log shows the following... Kurewe(#################) | MAIN LOOP STOPPED! Last iteration took -6222.26s this one took -6162.26s and is not done yet.. anti anti hack? | 0h 10min 15s I switched back to my v0074 file for now. Any having the same issue?
  3. Ok @Vert, Here is what I did in order to enable custom names with VEMF. 1st: Make sure you set sayKilledName to yes in the config.cpp 2nd: I removed the "(AI)" tag on the AI names by modifying the following two files (I remarked out the original line and added my changed line) handleKillReward.sqf //if ( ( "sayKilled" call VEMFr_fnc_config ) isEqualTo "yes" ) then { [ format [ "%1 roadkilled %2", _nk, if ( ( "sayKilledName" call VEMFr_fnc_config ) isEqualTo "yes" ) then { _nt + " (AI)" } else { "an AI" } ] ] ExecVM ( "systemChatToClient" call VEMFr_fnc_scriptPath ) }; if ( ( "sayKilled" call VEMFr_fnc_config ) isEqualTo "yes" ) then { [ format [ "%1 roadkilled %2", _nk, if ( ( "sayKilledName" call VEMFr_fnc_config ) isEqualTo "yes" ) then { _nt } else { "an AI" } ] ] ExecVM ( "systemChatToClient" call VEMFr_fnc_scriptPath ) }; sayKilled.sqf //[ format [ "%1 killed %2 with a %3 from %4 meters", _nk, if ( ( "sayKilledName" call VEMFr_fnc_config ) isEqualTo "yes" ) then { _nt + " (AI)" } else { "an AI" }, _dspName, round _dist ] ] ExecVM ( "systemChatToClient" call VEMFr_fnc_scriptPath ); [ format [ "%1 killed %2 with a %3 from %4 meters", _nk, if ( ( "sayKilledName" call VEMFr_fnc_config ) isEqualTo "yes" ) then { _nt } else { "an AI" }, _dspName, round _dist ] ] ExecVM ( "systemChatToClient" call VEMFr_fnc_scriptPath ); 3rd: I added the custom name code to the following two files. I'll put the full file code for each in a spoiler. Look for "sayKilledName" in each. You'll see where I added the code and where to edit/add your desired selection of custom names. fn_spawnInvasionAI.sqf fn_spawnVEMFrAI.sqf Let me know if you have any questions. Kurewe
  4. @Vert I made this modification on my server, as we like to use custom names. I'm not at home right now. However, when I get home, I will dig up the code I used and reply back.
  5. I noticed today that Clan/Family markers don't seem to be working. I know it worked before by right clicking on the map to add or remove. But, nothing happens now when right clicking on the map. I'm not sure when this started, since they aren't used very much on my server. Anyone else noticing this? Wondering if maybe it's the new version of @infiSTAR
  6. Does anyone know if there's a texture/skin template out there for the Ikarus? I was toying with the idea of a custom bus or two. But, was hoping someone made a template already. Thanks
  7. In version v0073, he moved the warning interval out of the EXILE_AHAT_CONFIG.hpp. In the latest version (V0074), he placed the warning intervals back in the EXILE_AHAT_CONFIG.hpp. So, if your "Restart System" section doesn't look similar to what I put in the spoiler, you're either running the older version or something went wrong in your update.
  8. Hey @kuplion would you be able to work your magic for me and put it in above the existing text? [url=http://www.gametracker.com/server_info/158.69.123.44:2302/][img=http://cache.gametracker.com/server_info/158.69.123.44:2302/b_560_95_1.png][/url] Thanks, Kurewe
  9. Kurewe(##########) | Repair Hack! O_MRAP_02_hmg_F got wheel_1_2_steering repaired to 0 damage but should be 1! | 0h 50min 54s I can confirm, I am getting the same thing. No kicks for this. Just log. It happens when I use F7 to repair when inside a vehicle. However, not when I am outside the vehicle. It also happens when using the Service/Re-Arm/Repair script at a Service Point
  10. @eraser1 Thanks for the quick response!
  11. @eraser1 After updating DMS, I started noticing that I am having issues with Occupation. The units from Occupation aren't spawning due to errors when calling to DMS_SpawnAISoldier with an unsupported _class: custom. I'm only using the Occupation Sky and Occupation Loot Crates. See spoilers below for a clip from the RPT file and related sections from Occupation files. RPT From OccupationSky.sqf From OccupationLootCrates.sqf
  12. Still works for me. My AI have money and I don't have any errors... Maybe show us your A3XAI_createUnit.sqf file. (Be sure to put it in a spoiler)
  13. Nice!
  14. I'm curious.. I've seen other threads mentioning Battleye filters. Are there filters that still need to be added, or just add the mod to the server?
  15. So, after some testing, the closest I've come to reflecting damage back at the offending shooter is this... if (isPlayer _sourceOfDamage && !(_sourceOfDamage isEqualTo player)) exitWith { _sourceOfDamage setDamage 1; _amountOfDamage = damage _unit; _amountOfDamage }; The problem is, while the shooter gets dead, the damage nullification for the victim then becomes intermittent. One time it works and then it might not work the next time and the victim dies too. Anyone have any ideas on how to get it to work 100%? Would it matter if I put the damage reflection in its own, similar if statement?