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      Arma 1.68 Update   03/15/17

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fifthmanstanding

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About fifthmanstanding

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  1. Maybe that's what it is. I'll try godmode normal and see if it persists.
  2. Every time we alt tab back in after an extended period prior to server restart I see that the water/food icons are flashing (even though god mode no stats change is active) and that I'm dead with the light red overlay (same as when you're shot or otherwise killed). I'll have to screenshot and pull the .rpt file for the next time it happens.
  3. Nothing as far as I know, unless infistar also has this feature. After sitting there for several hours all of my admins, myself included, have alt tabbed out to find the connection is lost with the server yet the server is still active and hasn't started. So something is in charge of kicking idle I'm supposing.
  4. anybody?
  5. Well it stopped working for me immediately as the server was upgraded. Toast has stopped working entirely and the .rpt file above shows errors that it's suddenly unable to load the file despite no file placment or anything changing.
  6. Is anyone else having problems with this not displaying at all after the 1.68 update? My server .rpt shows the following: Here's my init.sqf file: And here's toast.sqf:
  7. So I and 3 other admins run our arma server. Often several of us will be working on server projects while being logged into the game while it is minimized in the background. Sometimes this can be going on for hours leading up to inevitably being kicked from the server for inactivity. We were wondering, is it possible to prevent the timeout for ONLY our server admins and if so how? Thanks for any information. (Sorry for posting this in the wrong place before)
  8. So I and 3 other admins run our arma server. Often several of us will be working on server projects while being logged into the game while it is minimized in the background. Sometimes this can be going on for hours leading up to inevitably being kicked from the server for inactivity. We were wondering, is it possible to prevent the timeout for ONLY our server admins and if so how? Thanks for any information.
  9. Hi guys, So I've told my server provider to hold off on updated the arma version and my players/admins have reverted back to 1.66 and everything works fine. I wanted to ask you guys, in your expert opinions, if it would be worth it to update the server to the new arma version and beat at it with a code wrench or just wait for an official exile patch? Just thought I'd ask. Thanks guys.
  10. So to my init.sqf I added the line: _KilledHandler = player addEventHandler ["killed", {_this execVM "playerkilled.sqf"}]; Based on a post made years ago about this exact problem on a bohemia forum post. I then created a playerkilled.sqf with the lines: waituntil {(alive player)}; execVM "briefing.sqf"; under the assumption that the init.sqf would start the kill handler to refer to playerkilled.sqf which would then execute the briefing.sqf at the time of player death and show the briefing tabs....no dice. On a wing and a prayer I through the same _KilledHandler line of code to initPlayerLocal.sqf thinking maybe that would work. Nope. No luck there either. I'm at my wits end. I really hope someone comes up with an idea.
  11. So to my init.sqf I added the line: _KilledHandler = player addEventHandler ["killed", {_this execVM "playerkilled.sqf"}]; Based on a post made years ago about this exact problem on a bohemia forum post. I then created a playerkilled.sqf with the lines: waituntil {(alive player)}; execVM "briefing.sqf"; under the assumption that the init.sqf would start the kill handler to refer to playerkilled.sqf which would then execute the briefing.sqf at the time of player death and show the briefing tabs....no dice. On a wing and a prayer I through the same _KilledHandler line of code to initPlayerLocal.sqf thinking maybe that would work. Nope. No luck there either. I'm at my wits end. I really hope someone comes up with an idea. Update: After that didn't work I changed the "onplayerkilled.sqf" file name to "onPlayerRespawn.sqf" just to see if that would change things. It didn't. I then tried placing the following: addEventHandler ["respawn", {_this exec "briefing.sqf"}] In the init.sqf but that didn't work either.
  12. Upon loading in it now displays fine. After a player dies and respawns, however, it does not and is no longer present on the map screen. How can I make it permanent or force it to reload upon respawn? Not much use in having a rules section if no one can see them after their first death. I'm not so much of a good good coder boy, but I was wondering if it's the difference between "null =[] execVM " vs "[] execVM " in the init.sqf. Thanks in advanced for any help. Pastebin to briefing file: http://pastebin.com/9QeHYmjA Initialization script is: null =[] execVM "briefing.sqf"; from the init.sqf in mission file. I just tried copying the null =[] execVM into initplayerlocal and loading in. Upon load in it doubles the briefing tabs that are also being shown by init.sqf. If you commit suicide and respawn, they both still disappear. Interestingly enough, I've got a server watermark logo that also runs off of init.sqf but if you die it's still there. So one would assume that if init.sqf meant it was only being loaded once upon login (but not respawn) then the server watermark logo should disappear too....but it's not. Which would beget the idea that something's wrong with my briefing file.sqf. If anyone can spot the issue with the briefing please do let me know Upon login: After dying/respawn:
  13. Technical Details Map: Tanoa IP: 167.114.64.129 Port: 14802 60 Slots Required Mods: Exile & Apex Tanoa DLC A3 Launcher listed Features 4 dedicated admins that can be reached round the clock by Discord, our forum or in game. Infistar protected. No donation perks. High loot tables. High random vehicle spawn on server restart. Start with $20k pop tabs in your player bank. Virtual Garage. Customizable UI toolbar Halo Jumping Random spawn loot crates at server restart guarded by AI. Helicopter crash sites. Custom vehicle skins. Military island with roaming AI, military outposts and events. R3F item movement script for loading crates in vehicles. Refuel and repair script at gas stations. ZCP camps and DMS mission events. Base building. Vectoring: allows angling of base parts Disabled thermal. No zombies. Join our Discord server for support and voice comms here: https://discord.gg/Pv4chwG Server rules posted here: http://reddawngaming.enjin.com/rules Join our website forum for support or to speak with the community: http://reddawngaming.enjin.com/home
  14. Actually I just tried copying the null =[] execVM into initplayerlocal and loading in. Upon load in it doubles the briefing tabs that are also being shown by init.sqf. If you commit suicide and respawn, they both still disappear. Interestingly enough, I've got a server watermark logo that also runs off of init.sqf but if you die it's still there. So one would assume that if init.sqf meant it was only being loaded once upon login (but not respawn) then the server watermark logo should disappear too....but it's not. Which would beget the idea that something's wrong with my briefing file.sqf. If anyone can spot the issue with the briefing please do let me know:
  15. If I'm understanding correctly, you're suggesting to put the null =[] execVM into initplayerlocal.sqf as opposed to init.sqf? Or should it be in both?