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stefan.kueneth last won the day on July 3

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  1. stefan.kueneth

    Enable AI markers on map for debug

    Sorry, does not work. No marker visible :-(
  2. stefan.kueneth

    CDAH craften und normales exile craften?!

    Hi zusammen, hat das jemand getestet, ich habe schon ewig das gleiche Problem ?? Man kann kein Campfire usw. mehr craften. Dekativiert man CDAH und die ganzen Einträge, welche man setzen muß, dann klappt alles. Es liegt somit an CDAH... Danke
  3. stefan.kueneth

    Enable AI markers on map for debug

    He Hasable, thanks for the post. I wil lcheck this... Good work
  4. stefan.kueneth

    Enable AI markers on map for debug

    hey thanks. I do not have Infistar and I want to use an other way. Is this possible and how ?
  5. stefan.kueneth

    Enable AI markers on map for debug

    Hello folks, is there a possibility to show ai on map for debug reasons ? Thx for reply Steven
  6. stefan.kueneth

    Extended items Exile - Safes broken

    somebody checked this ??
  7. stefan.kueneth


    Hey thanks, we fixed it. just change to target = "Exile_Container_Abstract_Safe"; to target = "Exile_Container_Safe"; nothing else now it works like a charm...
  8. stefan.kueneth


    Hello you, we have some safe from DMS Mission and from our Server before update 1.0.4. In 1.0.3 the safe worked fine, but now there is no menu for Change pin, unlock and so on. I found in Missionfile/config.cpp the class safe. Before Update from 1.0.3 to 1.0.4. the classname was: and in 1.0.4 it is: what to do now ? Just Change back to 1.0.3 values (in class safe) AND replace in Exile-Server\Code\ExileServer_object_lock_network_lockToggle.sqf to Exile_Container_Safe to get a working safe ?? Or where we have to adjust ? Thanks for help Steven
  9. stefan.kueneth

    Extended items Exile - Safes broken

    Hi, has anybody a solution ?
  10. stefan.kueneth

    Crafting not working (campfire etc) since cdah mod

    Hi, nothing is missing I think. If I comment everything CDAH related out, crafting works. If enabled, the crafting seems to work, everything is black. You can click to "craft", but nothing is happening. CDAH seems to block
  11. stefan.kueneth

    Can not login

    can close. I used on my pc the exile 1.0.3 :-(
  12. Hello everybody, server crafting f.e. campfire works well if I comment out everything cdah related (config.cpp). If cdah is active I can´t craft nothing. Campfire etc... nothing. I checked to config serval times and I compared with some files I found on github, everything correct. Its a Linux Server. CDAH_Crafting folder is on the right place in mission file. Anybody andy idea ? Thx Steven config.cpp description.ext: Thx again
  13. stefan.kueneth

    Persistent Vehicle Spawn

    yes this was the trick. No all vehicles are in the db
  14. stefan.kueneth

    Persistent Vehicle Spawn

    Hey, thanks to all.... Debug on was the Problem
  15. stefan.kueneth

    Persistent Vehicle Spawn

    Hello everybody, why this persistent script does not save vehicle in the database. The vehicle spawn, but are not saved. Has anybody a idea ? /* Remove the comments on the MARMA logs if you want to log the spawns to MARMA. The _uid variable MUST be changed to a valid UID that already exists in the account table. How it works - On server init, the script will count AllMissionObjects (X) on a per vehicle basis listed in the array below. If there is less than the defined amount the server will spawn a persistent vehicle with a random pin number UNLOCKED at the defined or random road position. This script can be used to replace the standard EXILE world vehicle spawns, so that the vehicles that are spawned are persistent. Players will not know the pin number, but its still a "benefit" to them as the vehicle they find is persistent. And hey, they might just guess the number.. This script accounts for ALL vehicles, purchased or other wise. So if players have bought vehicles, and those vehicles exceed the maximum defined number in tbe below array, the server wont spawn anymore. Configure the _vehicleArray below Adjust the safePos parameters line 132 - 138 */ //waitUntil{({isPlayer _x} count playableUnits) >= 1}; // wait until server has one or more player uiSleep 120; diag_log ["ExileServer - Spawning persistent vehicle spawns"]; //["ExileServer - Spawning world persistent vehicles"] call MAR_fnc_log; private ["_count","_uid","_debugForSP","_vehicle","_vehicleArray","_count","_vehicleClass","_position","_positionCount","_pinCode","_vehicleObject","_nearVehicles","_nearVechicleCount","_marker","_cancelSpawn","_isRandomRoadPos","_road","_scriptComplete"]; _scriptComplete = false; _debugForSP = true; // If true , when the script is run in the editor it will create markers on the vehicle spawns. _uid = "534576434534567457756"; // Needs to be a valid UID that exists in the account table (best to use a server owners uid) /* How the vehicle array works - Select 0 - Vehicle class name Select 1 - Number - amount limit, will only maintain this many vehicles on the server Select 2 - Array of positions EG [[0,0,0].[0,0,0]] - Will randomly select one of the positions per vehicle, if the position is occupied it will try for the other positions Select 3 - Boolean - If true, will spawn the vehicle on a random road, if false, will look to the positions above. */ _vehicleArray = [ // Quads ["Exile_Bike_QuadBike_Black",3,[],true], ["Exile_Bike_QuadBike_Csat",3,[],true], // Vans ["Exile_Car_Van_Box_Black",2,[],true], // Offroads ["Exile_Car_Offroad_White",2,[],true], ["Exile_Car_Offroad_Rusty1",2,[],true], ["Exile_Car_Offroad_Armed_Guerilla01",1,[],true], // Hatchbacks ["Exile_Car_MB4WDOpen",2,[],true], ["Exile_Car_MB4WD",2,[],true], // Hatchback sports ["Exile_Car_Hatchback_Sport_Red",1,[],true], ["Exile_Car_ProwlerLight",1,[],true], ["Exile_Car_ProwlerUnarmed",1,[],true], // SUV ["Exile_Car_QilinUnarmed",1,[],true], ["Exile_Car_SUV_Black",1,[],true], ["Exile_Car_SUV_Grey",1,[],true], ["Exile_Car_SUV_Orange",1,[],true], // Volha ["Exile_Car_Volha_Blue",1,[],true], ["Exile_Car_Volha_White",1,[],true], ["Exile_Car_Volha_Black",1,[],true], // Bus ["Exile_Car_Ikarus_Blue",1,[],true], // Zamak ["Exile_Car_Zamak",1,[],true], // Urals ["Exile_Car_Ural_Covered_Blue",1,[],true], ["Exile_Car_Ural_Covered_Yellow",1,[],true], ["Exile_Car_Ural_Covered_Worker",1,[],true], ["Exile_Car_Ural_Covered_Military",1,[],true], // Land rovers ["Exile_Car_LandRover_Red",1,[],true], ["Exile_Car_LandRover_Urban",1,[],true], ["Exile_Car_LandRover_Green",1,[],true], ["Exile_Car_LandRover_Sand",1,[],true], ["Exile_Car_LandRover_Desert",1,[],true] // Choppers /* ["Exile_Chopper_Hellcat_Green",1,[[23483.9,21144.8,0],[25240.1,21828.6,0]],false], ["Exile_Chopper_Hummingbird_Green",1,[[12834.2,16735.8,0],[23079.8,7299.1,0]],false], ["Exile_Chopper_Mohawk_FIA",1,[[17550.5,13240.5,0],[26783.6,24673,0]],false], ["Exile_Chopper_Orca_CSAT",1,[[3732.07,12976.3,20]],false]*/ ]; { for "_i" from 0 to (_x select 1) do { _cancelSpawn = false; _obj = _x select 0; _count = count allMissionObjects _obj; _positionCount = (count (_x select 2)); _isRandomRoadPos = _x select 3; if !(_count >= _x select 1) then { _vehicleClass = _x select 0; _position = selectRandom (_x select 2); if !(_isRandomRoadPos) then { _foundSafePos = false; _failSafe = 15; _checks = 0; waitUntil { _position = selectRandom (_x select 2); _nearVehicles = nearestObjects [_position, ["car","air"], 10]; _nearVechicleCount = count _nearVehicles; if (_nearVechicleCount == 0) then { _foundSafePos = true; }; _checks = _checks + 1; if (_checks >= _failSafe) then {_cancelSpawn = true; _foundSafePos = true;}; _foundSafePos }; } else { _foundSafePos = false; waitUntil { _spawnCenter = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); //Center of your map _min = 15; // minimum distance from the center position (Number) in meters _max = 30000; // maximum distance from the center position (Number) in meters _mindist = 5; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters.. _water = 0; // water mode 0: cannot be in water , 1: can either be in water or not , 2: must be in water _shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore _blackList = [[[0, 0],[0,0]]]; _startPosRoad = [_spawnCenter,_min,_max,_mindist,_water,10,_shoremode,_blackList] call BIS_fnc_findSafePos; //Find random spot on the map _onRoadCheck = _startPosRoad nearRoads 100; //Find road objects 100m from spot _countPossibleRoads = count _onRoadCheck; // count road objects if (_countPossibleRoads == 0) then { } else { _road = _onRoadCheck select 0; _position = getPos _road; _foundSafePos = true; }; uiSleep 0.1; _foundSafePos }; }; if !(_cancelSpawn) then { if !(_debugForSP) then { _pinCode = format ["%1%2%3%4",round (random 8 +1),round (random 8 +1),round (random 8 +1),round (random 8 +1)]; _vehicleObject = [_vehicleClass, _position, (random 360), true,_pinCode] call ExileServer_object_vehicle_createPersistentVehicle; _vehicleObject setDamage 0.8; _vehicleObject setFuel 0; if !((_x select 0) isKindOf "AIR") then { _wheels = ["HitLF2Wheel","HitLFWheel","HitRFWheel","HitRF2Wheel"]; { if (random 1 > 0.5) then { _vehicleObject setHitPointDamage [_x,1]; }; } forEach _wheels; }; _vehicleObject setVariable ["ExileOwnerUID", _uid]; _vehicleObject setVariable ["ExileIsLocked",0]; _vehicleObject lock 0; _vehicleObject call ExileServer_object_vehicle_database_insert; _vehicleObject call ExileServer_object_vehicle_database_update; diag_log format ["[Event: Persistent Spawns] -- Spawned a %1 at location: %2 -- Max allowed: %3",_x select 0,_position, _x select 1]; //[format["[Event: Persistent Spawns] -- Spawned a %1 at location: %2 -- Max allowed: %3",_x select 0,_position, _x select 1]] call MAR_fnc_log; } else { _vehicleObject = createVehicle [_vehicleClass,_position,[], 0, "NONE"]; if !((_x select 0) isKindOf "AIR") then { _wheels = ["HitLF2Wheel","HitLFWheel","HitRFWheel","HitRF2Wheel"]; { _vehicleObject setHitPointDamage [_x,1]; } forEach _wheels; }; _marker = createMarker [format["HeliCrash%1", diag_tickTime], _position]; _marker setMarkerType "mil_dot"; _marker setMarkerText "Vehicle"; }; } else { if !(_debugForSP) then { //[format["[Event: Persistent Spawns] -- Could not find valid spawn position for %1 at position %2 -- exiting try for this vehicle",_x select 0,_position]] call MAR_fnc_log; diag_log format["[Event: Persistent Spawns] -- Could not find valid spawn position for %1 at position %2 -- exiting try for this vehicle",_x select 0,_position]; } else { hint format["[Event: Persistent Spawns] -- Could not find valid spawn position for %1 at position %2 -- exiting try for this vehicle",_x select 0,_position]; }; }; }; }; } forEach _vehicleArray; _scriptComplete = true; waitUntil { diag_log format ["ExileServer - Finished spawning world vehicles"]; //["ExileServer - Finished spawning world vehicles"] call MAR_fnc_log; _scriptComplete };