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      Exile Server 1.0.4a hotfix out!   03/09/18

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About Z80CPU

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  1. Hello @Alucard, As @Riker2335 has stated: Map objects and server specs. The greater the number of map objects (O) = Lower FPS The slower the PC (C) = Lower FPS The more players (P) = Lower FPS FPS = O + C + P There is no 'getting around' this. This is also true on ANY type of MP game where you can build things. ALL have this issue. Even if you had the biggest computer in the world, there is a limit. There is no 'formula' to determine which you use. It is a balancing act that YOU must determine as time goes along. What works for one person most likely will not work for you. For example, if you have only 5 people, you can have 50 AI. If you have 25 people, you might be able to have 10 AI on your current computer setup. Get a better PC, you might be able to double those amounts. Who knows? NO ONE!
  2. It is in the Exile server download. Dig thru the folders and you will see it. I THINK it is called 'Exile.SQL'. It is a script that you MUST run to 'set up' the DB to be used with Exile. No script run = No Exile working. Based on what it sounds like, THAT is your issue! Find the script and run it from MySQL! Problem should be fixed! So you know, 99.9% of any program that uses a SQL DB, MUST create the tables that will be used via some sort of setup program! And one comes with Exile somewhere in the server download package.
  3. Hello @Icorre, What I do, is to write down the settings from the INI file, then using those, use MyWorkBench to connect to the server. If you can connect - to ME, you have something messed up in the Exile/any add-ons files/configs. Did you run the SQL setup file in Exile too? Did you try (for a test only) to use the included mission that came with the download? If that works, you have messed your version of Exile/add-ons. If you can NOT connect - Your DB settings are invalid and/or you have set up MySQL incorrectly. Possible port issues as well. Also, 99% of the time, what you stated, IS DB related. NOTICE: I said 99%! NOT 100%!
  4. Hello @Kappa Slappa, The GOM is about one of the best going. It does work. How well will it work with Exile and/or InfiSTAR? That I do not know. Outside of creating your own re-load scripts and having the activated by some means, GOM is probably you best option. I would also recommend you use Google as by doing such, I found this: Please search before asking!
  5. Did you try the search feature on this site or searching on Google? MANY pages exist! One quick search on Google returned over 122,000 pages.
  6. #1 - What you posted is exactly what I mean. There is not a single space in your mod names. I also like how you did your batch file, this is how I do mine too. Makes modifying easy... #2 - Unless it has been changed here recently, this has been an issue for the longest time. See: https://github.com/Dahlgren/arma-server-web-admin/issues/69 It does not like spaces in the mod folder names. I think it is not wrapping the mod params properly or the spaces are being treated as a delimiter because if I try to launch with "@mod name", the logs are trying to load the directory "@mod". Once I took the spaces put in my Python symlinker scripts, everything worked fine. https://forums.bohemia.net/forums/topic/193923-error-withs-mods-in-linux-arma-3-server/ so if first 4 loads corectly, it means you have typed wrong other folder names, chceck it again. I suggest you to delete spaces in mod folder names or replace them with "_". Looks like it is spaces problem. https://www.reddit.com/r/arma/comments/6sonz1/server_and_client_mod_help/ This might be the issue, although, it was working in previous iterations; I've placed underscores in place of spaces in the folder names of the addons. I found that the addons wouldn't load due to spaces in the command line. Is there a way around this I'm missing? #3 - Correct format: "-mod=J:\ARMA\Mods\Helpers\@Help Me;J:\ARMA\Mods" - This is an excerpt from my Bohemia SP Launcher logs files with a test I just did. The 'normal' mod name is 'HelpMe'. I renamed it to 'Help Me'. The ENTIRE '-mod' line MUST BE IN QUOTES --> "-mod=@X Y Z;@ABC;@1 2 3" If you use NO SPACES in the mod name and the folder MATCHES EXACTLY what the mod name is, you will have ZERO ISSUES and you do NOT have to use ANY QUOTES. Yes, you CAN use SPACES, I would NOT recommend it as it DOES CAUSE ISSUES and makes for 'extra work'. @Some Mod With Spaces = 100% WILL WORK --> IF you place the quotes in the right place! @SomeModWithSpaces = 100% WILL WORK! - Quotes NOT NEEDED! @Some_Mod_With_Spaces = 100% WILL WORK! - Quotes NOT NEEDED! Do note though, replacing spaces in the folder name still might not work IF the mod calls on the directory by name. Example: Mod name/folder name = "A BC" You change it to "ABC" or "A_BC" HOWEVER, if the mod's script calls it: "A BC\Folder\RunThisScript". So if you renamed the folder, the script WILL FAIL as folder "A BC" does NOT exist! As a user, you will not know how the programmer wrote the mod. Using the above method is done, but denotes poor programming. It is a 'lazy' way to do it. And I should know! This is EXACTLY what I do in my mod 'HelpMe'! If you renamed the folder, it would NOT work! So keep that in mind if a mod fails to run and everything that you know of has been done correctly!
  7. These people do not know what is wrong! HERE is the REASON IT DOES NOT WORK! #1 - You can NOT have SPACES in ANY MOD NAME! If so, they will NOT LOAD! Look at the report file- NOT ONE SINGLE CUP MOD LOADED! " @CUP Vehicles; @CUP Weapons; @Enhanced Movement " = @CUPVehicles; @CUPWeapons; @EnhancedMovement OR @CUP_Vehicles; @CUP_Weapons; @Enhanced_Movement The folders MUST MATCH the name you use listed above with NO SPACES BEING USED! #2 - You have: "-mod=@Exile; @CBA_A3; @CUP_Terrains_Maps;..." Show me BELOW where these are being loaded??? WHERE??? They are NOT being loaded! PERIOD! 10:20:44 hashShort = 'dc5943d0' 10:20:44 name | modDir | default | origin | hash | hashShort | fullPath 10:20:44 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 10:20:44 Exile Mod | @Exile | false | GAME DIR | 2fcd9168922cd7e3b09e7c83c565c2e6e8e6a052 | 9bd1cee4 | C:\SERVER\@Exile 10:20:44 Arma 3 DLC Bundle 2 | dlcbundle2 | true | NOT FOUND | | | 10:20:44 Arma 3 DLC Bundle 1 | dlcbundle | true | NOT FOUND | | | 10:20:44 Arma 3 Tanks | tank | true | GAME DIR | 4df9fdc3af2a71c62627be80a7ab755a02dcf1df | 2ce77785 | C:\SERVER\tank 10:20:44 Arma 3 Tac-Ops | tacops | true | GAME DIR | 211c4e0554a0d385f9e06657f86014ea812e9c0a | 1ee5ddc3 | C:\SERVER\tacops 10:20:44 Arma 3 Laws of War | orange | true | GAME DIR | ef1cd56c40b4d010daf1fe1381a0d5cba5ee8ca9 | 9aa3097a | C:\SERVER\orange 10:20:44 Arma 3 Malden | argo | true | GAME DIR | 5bcf910df6383993f930b60be8d021bd84bf71ec | 71d3c487 | C:\SERVER\argo 10:20:44 Arma 3 Jets | jets | true | GAME DIR | 74f82e56aeb43fed4d356df93e4beac6ef325d51 | 8057ba80 | C:\SERVER\jets 10:20:44 Arma 3 Apex | expansion | true | GAME DIR | 64ea965281ee9614ad2faf70dfcb7f9bcfd819f3 | 8fe2dec7 | C:\SERVER\expansion 10:20:44 Arma 3 Marksmen | mark | true | GAME DIR | 6e50469e36f2352ccd7b1a42c8040c3c8ae34873 | f3c390b7 | C:\SERVER\mark 10:20:44 Arma 3 Helicopters | heli | true | GAME DIR | 82775a9a7fc84fa1b6778ac18afa572af8b14bce | 61ee9c5 | C:\SERVER\heli 10:20:44 Arma 3 Karts | kart | true | GAME DIR | 2d9f96493344582fe37d5b3ee10451e8166326c1 | f10e9c75 | C:\SERVER\kart 10:20:44 Arma 3 Zeus | curator | true | GAME DIR | e576b57de30c4fbaa7337db15aca30e906047e0e | 2e0f3c2b | C:\SERVER\curator 10:20:44 Arma 3 | A3 | true | NOT FOUND | | | 10:20:44 @ExileServer | @ExileServer | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | 11fdd19c | C:\SERVER\@ExileServer 10:20:44 You MUST make sure ALL of your paths are CORRECT! You have TWO MISTAKES: #1 - Wrong mod names (spaces) #2 - Mods not loading in due to not having them or not installed correctly THESE are the reasons why you're having trouble! FORGET THE OTHER REPLIES - THEY ARE ALL WRONG! And yes, your server WILL LOAD without ANY KEYS BEING PRESENT TOO! Keys are ONLY to ensure client files MATCH server files (mods) - PERIOD!
  8. Hello @sovcomrad, In order for us to help you, we need to see (in a 'spoiler') the ENTIRE RPT file.
  9. If the new one 'works', this makes me think it is: #1 - Some mod you added #2 - Something you modified/configured As such does not exist in DEFAULT Exile, this leads me to think it is from the ExileZ mod. As I have never used it nor played it, I can not comment on anything except DEFAULT Exile does not do this behavior. You're more than welcome and good luck!
  10. Hello @XenonFORT, What happens if you backup your DB then let the character die? When you respawn, does it happen again? If the new character acts 'normal', I would just let it go for now. Personally, I suspect it is something you added and/or changed. NORMAL/DEFAULT Exile does NOT cause this, so this is most likely, something you ADDED or MODIFIED to Exile.
  11. ID's or CLASSNAMES? There is a BIG difference. Also, on WHAT items? Exile items? Map items?
  12. Hello @geekm0nkey, I tried to find some 'background' to give you, but I did not wish to spend a lot of time looking for it...sorry. What I can tell you is though, 'God Mode' does not always work. This is an issue with Bohemia. I have been killed using 'God Mode' in InfiSTAR and in my own mod I use in SP. I have died using both and in both MP and in SP. 99% of the time, you will not 'get hurt'. That 1% of the time, you will. (IS = InfiSTAR) Is this YOUR case? That I do not know. If it happens to EVERYBODY, I would suspect a mission/IS error. If it only happened to HIM ONCE, then I would suspect the 'bug'. If it happens to HIM EVERY TIME, I would suspect his player data in the DB is 'corrupt' somehow. As I have also not examined the code, there maybe a SZ 'height' involved. For example, the SZ is ONLY in effect when the player is on the ground or below a certain height. Try to recreate it being on the ground would be one way to test this theory. You also could put yourself in a heli above this SZ, no god mode, and blow-up the heli and see what happens. Do this to that player too. This would 'test' the height theory as well as is it him or anybody. I would look into these as well as any config issues with the mission/SZ itself AND and IS config issues.
  13. While reading the above links, examine other people's scripts. When I started, this was all that existed. Also, open up the editor and PRACTICE. You can put your script in the mission's folder and set a radio trigger to activate it. If it fails, tab out to Windows, correct the script, then come back into ARMA and activate the trigger again. Of course, you will not be able to do this (trigger) with every script though... You WILL make mistakes, though this is part of LEARNING how to script. Do not get frustrated! If you have any experience in any type of formal programming, it will serve you well in ARMA's scripting. Do note though, ARMA's scripting is 'weird' to say the least and you will know this when you look at the syntax of the commands. It is not consistent. Also, there are three 'languages' for ARMA #1 - ??? (I have no idea the original name for this one. This was with OFP and used the SQS extension) #2 - SQS (Also with OFP) #3 - SQF (There are actually more. Three more if memory serves me well. Two are SQM and FSM files.) #1 makes use of some weird commands that are just characters and can be combined with #2. Commands such as #, ~, and ?. You could write a complete script in just #1 called 'Test.SQS': #Start ~3 ?Hello GOTO Start When run, it waits for 3 seconds then prints to the chat box 'Hello' and restarts. You can equate ?.SQS and ?.SQF files to ?.Com and ?.Exe files in a 'bad' way. #1 can be used in #2. I THINK it can be used in #3. Do note too, #2 and #3 have different syntax. See below. Examples: #2 - _vehic = _this select 0 #3 - _vehic = _this select 0; <-- Semi-colon is added at end of the line, but not in #2 at the end of the line #2 - Comments use the " ; " (semi-colon) at the start of the line - ; This is a comment line #3 - Comments use the " // " (forward slash *2) at the start of the line - // This is a comment line #2 - GOTO command exists #3 - GOTO command does not exist A SQS can 'call' (sub-routine) a SQF. I personally never have tried having a SQF file call a SQS, though I think you can. So you can use a 'mixture' of each. Also note, there is a time difference between a SQS and a SQF run times for the same action(s), if memory serves me well, along with PC memory usage too. I also think a SQS file is run sequentially and a SQF is run in a 'parallel' fashion (multitasking) or something like this. This part I am not to knowledgeable in. ---> SQF is the 'modern/mature' scripting language of ARMA <--- Good tool(s) is to use: NotePad++ Notepad++ SQF Syntax Highlighting and Auto Completion - (Add-on For NotePad++ For ARMA Scripts) Best Learning Website: KillZone Kid If you know how to download a site, I would HIGHLY recommend his site as his site is soon to close. Not only is this guy a super sharp ARMA scripter, he actually worked (or does) for Bohemia doing the scripting for ARMA. Again, best bet is to examine other people's code, read the above links from the post above mine, get the tools I recommend, and read KillZone Kid's website. Good luck!
  14. Hello @hectorPlusPlus, One thing to mention is if you use InfiSTAR. I know in some cases, it can block the adding of items. While I am 'weak' on MP scripting, I am 'so-so' with SP scripting. In a mod that I wrote and use, I wrote a sub-script which does what you want. This script works on the vehicle in which you are sitting in, so you will have to modify it, maybe. *********************************** ; Load out players vehicle _vehicle = (vehicle player); clearItemCargoGlobal _vehicle; _vehicle addItemCargoGlobal ["11Rnd_45ACP_Mag",100]; _vehicle addItemCargoGlobal ["10Rnd_93x64_DMR_05_Mag",100]; _vehicle addItemCargoGlobal ["150Rnd_93x64_Mag",100]; _vehicle addItemCargoGlobal ["HandGrenade",100]; _vehicle addItemCargoGlobal ["Titan_AT",100]; _vehicle addItemCargoGlobal ["Titan_AA",100]; _vehicle addItemCargoGlobal ["FirstAidKit",50]; _vehicle addItemCargoGlobal ["srifle_GM6_camo_F",25]; _vehicle addItemCargoGlobal ["5Rnd_127x108_APDS_Mag",100]; _vehicle addItemCargoGlobal ["SMG_05_F",25]; _vehicle addItemCargoGlobal ["30Rnd_9x21_Mag_SMG_02",100]; _vehicle addItemCargoGlobal ["arifle_MX_SW_khk_F",25]; _vehicle addItemCargoGlobal ["100Rnd_65x39_caseless_mag",100]; _vehicle addItemCargoGlobal ["launch_O_Titan_short_ghex_F",25]; _vehicle addItemCargoGlobal ["launch_O_Titan_ghex_F",25]; _vehicle addItemCargoGlobal ["srifle_DMR_05_blk_F",25]; _vehicle addItemCargoGlobal ["10Rnd_93x64_DMR_05_Mag",100]; _vehicle addItemCargoGlobal ["MMG_01_hex_F",25]; _vehicle addItemCargoGlobal ["SatchelCharge_Remote_Mag",100]; _vehicle addItemCargoGlobal ["acc_pointer_IR",25]; _vehicle addItemCargoGlobal ["optic_Nightstalker",25]; _vehicle addItemCargoGlobal ["muzzle_snds_H",25]; _vehicle addItemCargoGlobal ["optic_ACO_grn",25]; _vehicle addItemCargoGlobal ["bipod_01_F_blk",25]; _vehicle addItemCargoGlobal ["NVGogglesB_grn_F",25]; _vehicle addItemCargoGlobal ["muzzle_snds_93mmg",25]; _vehicle addItemCargoGlobal ["B_UavTerminal",25]; hint format ["%1 Loaded Out!",_vehicle]; _vehicle=""; *********************************** The above script will clear out a vehicle's current load and replace it with the above items.
  15. @Tich Experience and education are two different things. I also doubt that yours would approach mine. 45+ programming and 35+ years of being a fully schooled and degreed IT tech which includes actual board repair (at one time). I was working on PC's before consumer HDD's even existed. I have trained 750+ techs in my career. I truly doubt you come anywhere close. Did you ever wonder why I have a Z80 CPU as a moniker??? I was my first computer (CPU) to program on them in the mid 1970's! "...I implied it is pointless to tip-toe around the limited writes because then no one will ever use it that quickly...." This is an ASSUMPTION. I stated it COULD be true though it depends on how much 'use' the drive has on it, thus the 'old vs. new' drive part. And NO ONE will ever use it that quick? Where do you come off speaking for others AND PREDICTING THE FUTURE??? A new drive could last 10 years, an 'used' drive could last 10 minutes. This is why it is recommended to run CrystalDiskInfo to see how much 'life' is left on a used drive. According to you, SSD's last almost forever! Gee, strange how many OTHER PEOPLE state the OPPOSITE AS YOU! Again, here is some PROOF, which you fail to provide: https://www.microsoft.com/en-us/research/wp-content/uploads/2016/08/a7-narayanan.pdf https://www.zdnet.com/article/facebooks-ssd-experience/ "...You did actually say that you might notice no difference. I am saying you will notice a difference...." I sure did! I said it is possible! And IT IS! Notice I said MIGHT, you said WILL. I said it is possible, yet you KNOW and can PREDICT THE FUTURE AGAIN by saying IT WILL! ONCE AGAIN, here you go saying what will happen tomorrow on EVERY PC IN THE WORLD! What a load of garbage! You also KNOW what EVERYBODY in the world run on their PC's??? Really? If they had many viruses and/or bad/corrupt/outdated drivers/files/OS, ANY OF THESE WOULD affect the ENTIRE OPERATION OF THE PC! And this INCLUDES ARMA! Yet, you KNOW otherwise! I guess English is not your native language. 'Might' is defined as: "used to express the possibility that something will happen or be done or is true, although it may not be very likely" In other words, it is a POSSIBILITY, not GUARANTEED! And my comment was based on REAL WORLD TESTING and I provide a link to these tests. Have you tested ARMA with this? It would appear not, for once again, you can not even post a link from a legit website to backup ANYTHING you spout. Just more accusations. "...You do realise that the arma executable isn't what is the whole game..." I NEVER said it was! It IS part of the game files though! It was YOU who stated "...the game files are read just as much as the mod files..." NOT ME! Again, you can not BACK UP YOUR CLAIMS! Instead of saying 'Whoops, that was a typo on my behalf', you double-down on your false accusation. I stand by my last claim in my previous post. "...Lastly what you have said are not all facts. They're assumptions..." Did I ever say they were all facts??? DID I??? Again, provide PROOF where I said such! I would advise you to use some other translation software as the one you use is doing you an injustice. And the link? Yes, for 'Linus' has tested this quite often! I believe in giving FULL INFORMATION, not ONE THING that will make me 'look good'. 10 studies instead of 1? Works for me! And AGAIN, please provide PROOF where I passed off ANY 'assumption' as a FACT! Again, I await your proof, not YOUR WORDS! Here are the FACTS: You made claims based on nothing and backed up by nothing. You refuse to provide ANY LEGIT PROOF of your 'claims', even when called out to do such. I provided advice based on multiple studies and proof, and proposed scenarios based on the evidence drawn from the evidence/proof IN MY FIRST POST. And you do not wish to argue? You're correct! To ARGUE, means: "give reasons or cite evidence in support of an idea, action, or theory". You give NONE! The intelligent reader will know the label applied to such people who run their mouth who do not know what they are speaking about and if by some chance you're a Christian or Jewish as well, in the book of Proverbs, it also speaks of this same behavior as well quite often and how good people should react to people such as you. I choose to follow that advice. I debate with FACTS and NOTHING ELSE. Can you??? It appears not. And since you can not carry on an intelligent discussion by providing factual data to support your claims, I shall terminate this conversation with you. I do not engage with those who do not know what they speak about. It is a waste of my time. I am walking away from you and your alleged 'knowledge'. Good Day.