• Announcements

    • Flosstradamus

      Official Discord   03/15/17

      https://discord.gg/FMkqWpF Click the link above and join our Official Discord!  Chat with developers and get quicker support!
    • Vishpala

      New XM8 Discord Bot   05/15/17

      Our new XM8 Discord Bot will send you notifications about events happening in-game, even if you are not online!  Read about it on the Devblog:  
    • WolfkillArcadia

      Exile 1.0.3 "Lemon" has dropped!   05/20/17

      Go get it, go go go!  Downloads What's better than playing the new Exile update? Playing the new Exile update while wearing your very own Exile t-shirt and sipping your beverage of choice out of an Exile mug! That's right, we now offer t-shirts, sweatshirts, stickers, mugs and more! Check it out here!

      Don't forget to check out the 1.0.3 Lemon development blog, it's full of good information for server owners and players! Curious about what's new? Check out the changelog!  
    • Mezo

ynpMOOSE

Donator
  • Content count

    206
  • Joined

  • Last visited

Community Reputation

115 Excellent

1 Follower

About ynpMOOSE

  • Rank
    Capo

Personal Information

  1. This tweet makes it sound like we need to do something in preparation for 1.0.3. Do we have to do anything if we are using vanilla loot tables?
  2. That is crazy. Our community only asks for donations, but our goal is only $40 per month to cover the server rental. We don't want to make money off of this, we just want to break even and have some fun. I personally have spent dozens and dozens of hours writing and testing custom scripts or tweaking config. I do this because I want to make our experience unique and attractive, not to make money.
  3. I did both steps here, but still get a log flood on server startup as snipped below. I support databases IRL, so I'm sure the change was applied properly and the script executed. 20:40:39 Error compiling '' in 'HitPelvis' 20:40:39 Error compiling '' in 'HitAbdomen' 20:40:39 Error compiling '' in 'HitDiaphragm' 20:40:39 Error compiling '' in 'HitChest' 20:40:39 Error compiling '' in 'HitArms' 20:40:39 Error compiling '' in 'HitLegs'
  4. Working on a custom kill log table in the database. We run DMS and A3XAI. I want to log the killer as NPC_DMS or NPC_A3XAI as appropriate. Is there some variable set on DMS AI, that I could check for the presence of, to know that a specific killer unit was DMS controlled or not?
  5. We see this group-markers-can-be-global behavior too sometimes.
  6. I'm part of @Omen community. I've figured out the issue. In our init.sqf, I call ExecVM to a custom init.sqf. That custom init then calls another ExecVm, which executes code to setup a scheduled task in the Exile threading system. Like this: [60, ExileServer_ZSTools_system_createZSToolsAccount, [], true] call ExileServer_system_thread_addTask; It almost seems like a timing issue of some sort, because I know for sure that this worked before, but now this is failing, and the resulting scheduled task is not occurring. I added this to my custom init to make sure the Exile server is ready and the errors stopped: diag_log "ZSTools Core INIT Start"; waitUntil {!isNil {PublicServerIsLoaded}}; waitUntil {PublicServerIsLoaded}; diag_log "ZSTools Core INIT Continue";
  7. I'm trying to setup a static mission to launch rockets on mission failure. I'm trying to use the parameters of DMS_fnc_AddMissionToMonitor_Static to call my custom function when the mission fails. The section of my mission code is below which calls DMS_fnc_AddMissionToMonitor_Static, but here's the specific line of note: [[],[[5],DMS_fnc_SpawnRocketsOnFail]] Once the mission times-out, this custom function is not called at all. Have I formatted this line incorrectly, or is this functionality bugged? The mission runs fine otherwise. Thanks, Moose // 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, [[],[[5],DMS_fnc_SpawnRocketsOnFail]] ] call DMS_fnc_AddMissionToMonitor_Static;
  8. In ExileServer_object_vehicle_database_load, you would need to set all vehicles (or all locked vehicles) to "_vehicleObject allowDamage false;" that meet your criteria. Then you would need to create a new script that sets allowDamage true for whatever vehicles should not have protection when the timer expires. Then call this new script using Exile's thread function (ExileServer_system_thread_addTask) with persistence parameter set to false to execute it at a certain time, but only once.
  9. If you could guarantee no explosions, you would be hired by Bohemia. The problem is that the vehicle needs to be loaded in by the game first before you can have scripts interact with it, but by then it's too late. I don't think that this is something we, nor Exile devs can fix.
  10. No changes required for 1.0.2 "Kohlrabi".
  11. It appears you have some customization that added 'is_trap' as a field on your container table in the database at one point, but now that field is no longer present.
  12. Are you doing this through scripting, or just setting the locker default value in the database config?
  13. Updated for Exile 1.0.1 "Sweet Potato" - 31Aug2016
  14. Sorry, I was talking about you writing your own script. Just trying to give you some ideas where to start.