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      Malden Support!   07/13/17

      The server files on the download page have been updated to ship with a Malden mission file! <3

wilderness

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  1. Perfect many thanks
  2. Thanks for the update guys, do we need to and or what should we be replacing in our exile server mission files, as its bug fixes I'm guessing not everything needs replacing. Also did the server key update? many thanks.
  3. Hi guys sorry if this has been asked before, as we all know we have the custom code for the mission, I just thought it would be nice to have a similar thing for server side files, for example realtime restarts uses an updated server file (ExileServer_system_rcon_thread_check.sqf), so we either have to replace the original server file or put it in the mission file and call it with custom code (which could make the mission quite big with lots of custom overwrites), just thought it would be nice if we could use a custom overwrite function but keep the customised server files server side, with a custom code section of sorts in the exile server config file. is this something we can do already? if not are there any plans to do something like this in the future, or is there a reason for not doing it? Cheers guys, just throwing my thoughts around.
  4. This is my CDAH delayed actions And the very top of my config.cpp (note the line pointing to the delayed actions file) Cheers
  5. Not sure why it would not work for you buddy, it was as simple as adding the gut animal part to the CDAH delayed actions file.
  6. Hi guys, ok firstly my apologies if this is the wrong place. Last night one of our players kindly sent us some screen shots and pointed out that we have sheep on our server that feel compelled to have a crack at scuba diving, though to be fair our players have been giving the sheep a hard time on our server so they were probably trying to hide Just thought you guys would like to know about this, don't know if there is anything that can be done about it or not, we are running Tanoa and have ALL animal spawning switched on (some of our players with bases on the coast were missing their pet landfish). Cheers
  7. Guys if you look in the addons / script section there are some extended logging scripts that will give you a log for destroyed vehicles if implemented on your server
  8. @DrRaccoon You need to speak to chris at infistar. and try to find out under what circumstances you were banned.
  9. If memory serves we had to re-jiggle some of the recipes when we first put this on our server so you could fit all the items into your gear to craft some of the items, unless of course your using the monster backpacks from HAP
  10. No worries bud, have a good one
  11. Guys you may need to check CDAH_CfgExileDelayedActions.hpp in the mod I think its messing up the gut animal timer in the new exile version, I'm going to try adding: to the bottom of the CDAH_CfgExileDelayedActions.hpp to see if it solves the problem cheers EDIT....... I can confirm that this fix worked for us, the gut animal timer bar now counts down and we get meat from animals
  12. nice
  13. You can't do anything about it, Freakylein has to sort it out inside the mod, and then push an update.
  14. exileRequiresSimulation=1;
  15. @Sweendawg ah ok that's interesting I used the editor and called it using this on the server: the same way that I call all of my mapped scenery, including trader scenery (it just cuts some of the stuff from the mission file) it did spawn the carrier but it was half sunk with the wrong orientation!!! When I added it in the init.sqf I had two over lapping carriers, though one was half sunk and facing the wrong way and one was perfect! so I removed the carrier being spawned with the A3_custom.pbo (serverside) and just used the init.sqf to call it and it's perfect. I have no reference to the carrier in my initserver.sqf what so ever. That's basically why I was asking, I just wondered if there was some advantage to having a reference to it in the initserver.sqf, but from my own experiments I don't think it needs to be in the initserver.sqf if your calling it with the init.sqf ? Don't get me wrong I'm no pro at this, but based on my experiments and observations it seems that you are calling the carrier twice maybe?