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NeverAgain

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  1. Disable strict mode in your DB.
  2. Announcement Scrap would fit ;-)
  3. I fix this...i add ExileZ 2.0 by Patrix87 :-D
  4. Thanks..problem solved :-)
  5. Events spawn perfect but i have this in rpt : 23:49:08 "ExileServer - Calling ..." 23:49:08 Error in expression <ion] call ExileServer_util_log; [] call _functionCode; }; missionNamespace setVa> 23:49:08 Error position: <_functionCode; }; missionNamespace setVa> 23:49:08 Error Undefined variable in expression: _functioncode 23:49:08 File exile_server\code\ExileServer_system_event_thread_spawn.sqf, line 37
  6. Thanks solved. i forget :-D
  7. Please how to fix ? Thanks Rpt: 22:49:50 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 22:49:50 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database.
  8. Updated if you look up
  9. How?
  10. Hi after BI hotfix we have problem please help
  11. Hi please help...thanks 23:49:08 "ExileServer - Calling ..." 23:49:08 Error in expression <ion] call ExileServer_util_log; [] call _functionCode; }; missionNamespace setVa> 23:49:08 Error position: <_functionCode; }; missionNamespace setVa> 23:49:08 Error Undefined variable in expression: _functioncode 23:49:08 File exile_server\code\ExileServer_system_event_thread_spawn.sqf, line 37 https://pastebin.com/pqHzd7dw
  12. Thanks for answer but now is solved problem :-) I reworked static missions :-)
  13. Use this : BattlEye Auto-Exception Generator v 1.0.5 Created by eraser1 Go to google and write BE_AEG and is first post ;-)
  14. red_ned Please help..Thanks I use mz own static mission but if i kill all AI then spawn crate but no mission complete.Please help and big Thanks. Code> /* "Lubjansk" v2.1 static mission for Namalsk. Created by [CiC]red_ned using templates by eraser1 18 years of CiC http://cic-gaming.co.uk easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk */ private ["_AICount", "_AIMaxReinforcements", "_AItrigger", "_AIwave", "_AIdelay", "_staticguns", "_missionObjs", "_crate0", "_crate_loot_values0", "_crate_weapons0", "_crate_items0", "_crate_backpacks0", "_difficultyM", "_difficulty", "_PossibleDifficulty", "_msgWIN", "_cash0"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "hero"; _pos = [13694.6,2942.08,0]; //insert the centre here if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"}; //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ "easy", "moderate", "moderate", "difficult", "difficult", "difficult", "hardcore", "hardcore", "hardcore", "hardcore" ]; //choose mission difficulty and set value and is also marker colour _difficultyM = selectRandom _PossibleDifficulty; switch (_difficultyM) do { case "easy": { _difficulty = "easy"; //AI difficulty _AICount = (3 + (round (random 0))); //AI starting numbers _AIMaxReinforcements = (0 + (round (random 0))); //AI reinforcement cap _AItrigger = (0 + (round (random 0))); //If AI numbers fall below this number then reinforce if any left from AIMax _AIwave = (0 + (round (random 0))); //Max amount of AI in reinforcement wave _AIdelay = (0 + (round (random 0))); //The delay between reinforcements _cash0 = (250 + round (random (0))); //this gives 250 to 750 cash _crate_weapons0 = (2 + (round (random 0))); //Crate 0 weapons number _crate_items0 = (2 + (round (random 0))); //Crate 0 items number _crate_backpacks0 = (1 + (round (random 0))); //Crate 0 back packs number }; case "moderate": { _difficulty = "moderate"; _AICount = (6 + (round (random 0))); _AIMaxReinforcements = (0 + (round (random 0))); _AItrigger = (0 + (round (random 0))); _AIwave = (0 + (round (random 0))); _AIdelay = (0 + (round (random 0))); _cash0 = (500 + round (random (0))); //this gives 500 to 1250 cash _crate_weapons0 = (4 + (round (random 0))); _crate_items0 = (4 + (round (random 0))); _crate_backpacks0 = (2 + (round (random 0))); }; case "difficult": { _difficulty = "difficult"; _AICount = (9 + (round (random 0))); _AIMaxReinforcements = (0 + (round (random 0))); _AItrigger = (0 + (round (random 0))); _AIwave = (0 + (round (random 0))); _AIdelay = (0 + (round (random 0))); _cash0 = (700 + round (random (0))); //this gives 750 to 1750 cash _crate_weapons0 = (6 + (round (random 0))); _crate_items0 = (4 + (round (random 0))); _crate_backpacks0 = (2 + (round (random 0))); }; //case "hardcore": default { _difficulty = "hardcore"; _AICount = (12 + (round (random 0))); _AIMaxReinforcements = (0 + (round (random 10))); _AItrigger = (0 + (round (random 0))); _AIwave = (0 + (round (random 0))); _AIdelay = (0 + (round (random 0))); _cash0 = (900 + round (random (0))); //this gives 1000 to 2500 cash _crate_weapons0 = (8 + (round (random 0))); _crate_items0 = (6 + (round (random 0))); _crate_backpacks0 = (2 + (round (random 0))); }; }; // Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements. // The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center. _AISoldierSpawnLocations = [ [13753.7,2924.64,0], [13767.5,2941.85,0], [13775.9,2924.7,0], [13754.5,2911.24,0], [13737.5,2897.8,0], [13724.8,2897.15,0], [13713.4,2920.14,0], [13721.1,2923.25,0], [13727.7,2911.76,0], [13734.2,2939.14,0], [13739.2,2905.27,0], [13750.6,2889.62,0] ]; _group = [ _AISoldierSpawnLocations+[_pos,_pos,_pos], // Pass the regular spawn locations as well as the center pos 3x _AICount, // Set in difficulty select _difficulty, // Set in difficulty select "random", "hero" ] call DMS_fnc_SpawnAIGroup_MultiPos; _staticGuns = [ [ _pos vectorAdd [0,-5,0], // 5 meters South of center pos [13765.7,2929.19,0], [13762.3,2917.36,0], [13771.1,2925.25,0], [13752.1,2919.31,0] ], _group, "assault", _difficulty, "hero", "random" ] call DMS_fnc_SpawnAIStaticMG; // Define the classnames and locations where the crates can spawn (at least 2, since we're spawning 2 crates) _crateClasses_and_Positions = [ [[13766.4,2924.62,0],"I_CargoNet_01_ammo_F"] ]; { deleteVehicle (nearestObject _x); // Make sure to remove any previous crates. } forEach _crateClasses_and_Positions; // Shuffle the list _crateClasses_and_Positions = _crateClasses_and_Positions call ExileClient_util_array_shuffle; // Create Crates _crate0 = [_crateClasses_and_Positions select 0 select 1, _crateClasses_and_Positions select 0 select 0] call DMS_fnc_SpawnCrate; // Enable smoke on the crates due to size of area { _x setVariable ["DMS_AllowSmoke", true]; } forEach [_crate0]; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define the group reinforcements _groupReinforcementsInfo = [ [ _group, // pass the group [ [ 0, // Let's limit number of units instead... 0 ], [ _AIMaxReinforcements, // Maximum units that can be given as reinforcements (defined in difficulty selection). 0 ] ], [ _AIdelay, // The delay between reinforcements. >> you can change this in difficulty settings diag_tickTime ], _AISoldierSpawnLocations, "random", _difficulty, _side, "reinforce", [ _AItrigger, // Set in difficulty select - Reinforcements will only trigger if there's fewer than X members left _AIwave // X reinforcement units per wave. >> you can change this in mission difficulty section ] ] ]; // setup crates with items from choices _crate_loot_values0 = [ _crate_weapons0, // Set in difficulty select - Weapons _crate_items0, // Set in difficulty select - Items _crate_backpacks0 // Set in difficulty select - Backpacks ]; // add cash to crate _crate0 setVariable ["ExileMoney", _cash0,true]; // Define mission-spawned objects and loot values with vehicle _missionObjs = [ _staticGuns, // static gun(s). Note, we don't add the base itself because it already spawns on server start. [], // no vehicle prize [_crate0,_crate_loot_values0] ]; // Define Mission Start message _msgStart = ['#FFFF00',format["A large group of %1 Heroes have invaded the Skalisty isles!",_difficultyM]]; // Define Mission Win message _msgWIN = ['#0080ff',"Bandits have successfully killed the hero and claimed all the crates!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The heroes have gone off to find more parts for their vehicles..."]; // Define mission name (for map marker and logging) _missionName = "[Heroes]Skalisty protected"; // Create Markers _markers = [ _pos, _missionName, _difficultyM ] call DMS_fnc_CreateMarker; _circle = _markers select 1; _circle setMarkerDir 0; _circle setMarkerSize [200,200]; _time = diag_tickTime; // Parse and add mission info to missions monitor _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,100] ] ], _groupReinforcementsInfo, [ _time, DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [[],[]] ] call DMS_fnc_AddMissionToMonitor_Static; // Check to see if it was added correctly, otherwise delete the stuff if !(_added) exitWith { diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName]; _cleanup = []; { _cleanup pushBack _x; } forEach _missionAIUnits; _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1)); { _cleanup pushBack (_x select 0); } foreach (_missionObjs select 2); _cleanup call DMS_fnc_CleanUp; // Delete the markers directly {deleteMarker _x;} forEach _markers; // Reset the mission count DMS_MissionCount = DMS_MissionCount - 1; }; // Notify players [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus; if (DMS_DEBUG) then { (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog; };