• 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:  

Beowulfv

Member
  • Content count

    437
  • Joined

  • Last visited

Community Reputation

120 Excellent

3 Followers

About Beowulfv

  • Rank
    Underboss
  1. Press F1, scroll down, and turn it on.
  2. You should go tell the server owners of that server. This is the Exile Mod forums, and no one here can help you.
  3. I rewrote andrews Respect Transfer to be compatible with ExAd. The app works just fine, but with one little issue, everything was shifted down and to the right. I've since corrected the problem and re-defined all the ctrlSetPosition in the script. But I was thinking the entire time that there has to be a faster and easier way of figuring out those points. I know all about Bohemias tools and how to use them, but I couldn't find one of their tools that would help speed up the process.
  4. I'm working on converting an XM8 App right now to work with ExAd. I have all the changes done and the App works great, however the Apps GUI needs to be shifted to the left and up a little. What tool should I use to get the positioning?
  5. If you're booting up 64bit, what database type are you running?
  6. 9:06:34 File mpmissions\Exile1.Esseker\config.cpp, line 69: '/CfgExileCustomCode.ExileClient_util_playerEquipment_add': Missing ';' at the end of line 9:06:34 Mission Exile1.Esseker: Number of roles (100) is different from 'description.ext::Header::maxPlayer' (10)
  7. I was actually thinking that. You can use the marker system to set the height of the new area. If you built on a mountain, and wanted it down below, the marker would be the new calling point and the center of the base. Lots of different ways to think about how to execute this.
  8. One of the biggest issues you may have is duplicating flags after a restart. I was messing around with a similar concept to this and there would be the new flag where it should be as well as a flag where the old spot was. Didn't care enough to work it out, but clearly there is a fix for it as Chris has proven with is addon for infiSTAR.
  9. How am I bitter?
  10. Just upgrade the flag.
  11. I have setup and ran many popular communities. You may know of me as Beowulfv or Torstein. I have ran servers of many different games such as Sevensatraps, Crimson Nation, DoubleTapGame (DTG), Exile-UK aka OCD-Gaming. I am happy to offer my private lessons to whomever request them free of charge. The heading reads Dedicated server boxes only, but I am familiar with all methods of server hosting. However dedicated boxes are always the best result. So those of you first timers, best to push for refunds and get a Dedi box. Linux box are a trouble, among their own to setup, but I have done a few in my day. I prefer working with windows, regardless of what the other "Pros" may tell you about Windows ran boxs. I will not run or maintain your server. This is simply a know-how class.
  12. Place a dot on the map while in the editor. Get the cords for the dot. Add the cords for the _location=[]. Run this code in your debug control first to make sure it removes the trees you want. _location=[0,0,0]; //Cords _radius=30; //Radius from center to remove. 10 meters, 20 meters, 1,000 meters, whatever you want _terrainobjects = nearestTerrainObjects [_location, [], _radius]; {hideObjectGlobal _x} foreach _terrainobjects; once you have the right radius and the trees you want gone are gone, copy what you have in debug and place the code into a init.sqf file. If you don't have one, make one. Call the the init.sqf from your initPlayerLocal.sqf with the command #include "init.sqf" then start your server up. No more trees. You can remove the dot when you're done. It's just to get the cords you want.
  13. Change your RCON port. Battleye operates on port 2306 and every other port ending in 6, 2316, 2326, and so on.
  14. No. Under class CfgInteractionMenus add this: class Tank { targetType = 2; target = "Tank"; class Actions { class ScanLock: ExileAbstractAction { condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; }; };
  15. Copy the Car class and rename it Tank and change the target to Tank. class Tank { targetType=2; target="Tank";