Chernaruski

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Everything posted by Chernaruski

  1. Chernaruski

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    I would go step after step , file after file to re-check that they are configured and merged correctly. Follow installation steps and re-check everything. CfgRemoteExec, RscTitles, ExileClient_object_player_initialize. See if all CPP files were copied to where they should. Its scrupulous process , but it will find the problem. @Lady Val
  2. Chernaruski

    AVS - Advanced Vehicle System

    It only fixes current vehicles in DB. Next time AVS will spawn new vehicles with empty ammo cell, and you will get the same rpt error again. Still looking for assistance with my problem.
  3. Chernaruski

    AVS - Advanced Vehicle System

    I'm having hard times finding this annoying bug, that I think is somehow related to AVS spawning a new vehicle. 1 out 3 times , sometimes 1 out of 5 times server stuck on init (locked) and spits error. Very hard to track since it have no consistency , but imho its related to AVS spawning a new vehicle , after one of the vehicles gets destroyed. First error is related to the AVS and incorrect creation of a value in DB , the ammo column empty instead of empty array [ ]. 6:02:20 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:20 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." This one I pretty much ignore since it have no impact on gameplay (I don't use vehicles with ammo ) and server just loading with RPT error nothing else. This error never stopped server from loading. The second ones is the one I get every time server is stuck in init state: 6:02:24 "getSpawnedVehicleTracker: RoadCars" 6:02:24 "getSpawnedVehicleTracker: RoadTrucks" 6:02:25 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:25 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." 6:02:25 "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " 6:02:25 "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database." 6:02:25 Error in expression <s, rectangular _this, -1]}; if (_this isEqualTypeArray [[], 0, 0, 0, false]) e> 6:02:25 Error position: <isEqualTypeArray [[], 0, 0, 0, false]) e> 6:02:25 Error isequaltypearray: Type Number, expected Array 6:02:25 File A3\functions_f\Misc\fn_getArea.sqf [BIS_fnc_getArea], line 30 6:02:31 "SC/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 49800 ms -----" I can't find what is behind this error. Its clear to me that when it gets to AVS init getSpawnedVehiclesTracker: RoadTrucks its gets stuck. Could it be bugged vehicle that can't be spawned ? Could it be some deprecated BIS or exile legacy command that is used in my version of AVS 1.4.4 ? Would appreciate your help with this. - FULL RPT (pastebin) - the AVS version I use
  4. Chernaruski

    Expression Errors Help .RPTs

    I'm going to experiment with AVS hooks and legacy files that are related to server vehicles init and see if it helps. (fn_preInit.sqf). I have my own custom code override files , and I've just noticed AVS overrides them with files of its own (hooks). Probably something outdated called. I've seen this A3XAI error before. Not sure what I did , but its gone now. @NutzMcKracken Yeah, some of the related commands have been changed. I've google for these errors & it seems server with Invade & Annex having exactly the same errors.
  5. Chernaruski

    Expression Errors Help .RPTs

    It seems there was some change in one of the "recent" Arma 3 updates. BIS_fnc_randomPos command was changed ... and if you use old version of AVS , every time AVS spawn a new vehicle it makes the server stuck on init (locked). yeah well , old AVS deprecated and can make you sweat
  6. Chernaruski

    Respect

    Add warning message & a trigger that resets vehicle fuel to 0 , if players are inside X meters from the mission. I know its maybe harsh or hardcore , but it forces players do the mission on foot and adds a bit of planning before they even go in.
  7. Chernaruski

    [Release] DMS Chernarus Static AI Base Mission

    Go to aibase_nwaf.sqf and change [false,false] to [true,false] , to all buildings classnames you want to be able to open. for example: ["Land_Mil_ControlTower_EP1",[4121.652344,10920.859375,339.0680542],[[0.732248,-0.681039,0],[0,0,1]],[true,false]], When I was placing the objects I forgot about the buildings that require enableSimulationGlobal to be on to be able to open doors. PS: same thing for other missions, if it have the enableSimulationGlobal parameter = false , you wont be able to open doors.
  8. Is it possible to make radiation zone to spawn and despawn with mission ?
  9. Chernaruski

    [Release] DMS Chernarus Static AI Base Mission

    sorry my bad add "aibase_nwaf" to DMS_BasesToImportOnServerStart , not to DMS_StaticMissionsOnServerStart to load objects on server start this is where it should be
  10. Chernaruski

    [Release] DMS Chernarus Static AI Base Mission

    From a look into your PBO, I found that you didn't add aibase_nwaf to DMS_StaticMissionsOnServerStart and not even calling the right static mission. Try this
  11. Chernaruski

    [Release] DMS Chernarus Static AI Base Mission

    Try this. Don't forget to call for this AIStaticBase static mission in DMS config + init the objects on server start via DMS_BasesToImportOnServerStart = [ "aibase_nwaf" ];
  12. Chernaruski

    Expression Errors Help .RPTs

    I can't do it, since its the only reason I use AVS in a first place. PS: mods maybe move this to https://www.exilemod.com/forum/197-third-party-mods/
  13. Chernaruski

    Expression Errors Help .RPTs

    First expression is map related config error, it doesn't have real impact on gameplay from what I noticed. Will be fixed with the next map update. The second, I think I have it too. Sometimes my server just won't auto-restart because of this. It stays locked , because exileserver can't initialize the game world. Possibly AVS related error, when it can't spawn vehicle for some reason. If you know whats that all about and how to fix it please let me know. So yeah @HexicGaming, basically it have nothing to do with Exile itself.
  14. Chernaruski

    [Release] DMS Chernarus Static AI Base Mission

    Any DMS Static Mission can be ported to a different map , all you need to do is : 1) In your static objects sqf file (probably located @ dmsfolder/objects/static) change private _vehicle = (_x select 0) createVehicle (_x select 1); to private _vehicle = create3DENEntity ["Object",(_x select 0),(_x select 1),true]; and just run the whole sqf in Debug Console. This will import static mission object to eden editor , so you can move , tweak and place the objects wherever you want and export back to sqf with Exile 3DEN plugin. 2) As for AI , static guns , vehicles and crates... you will have to place them manually and copy paste the selected positions to a static mission sqf in a correct array _AISoldierSpawnLocations = for AI infantry _staticGuns = for static guns _veh = for vehicles _veh2 = . . . etc. If you guys interested , I can port this to ChernarusRedux map. Already placed it around @ NWAF area.
  15. Chernaruski

    [Updated] ExileReborn - A complete survival package

    Something wrong with the new function you've posted, infi stops loading when I change it to the version posted above. Somewhere "" or ; is missing , as usual ))
  16. Chernaruski

    [Updated] ExileReborn - A complete survival package

    heh, actually I need infiSTAR_handleDamage to be ON, since I use PvP_useZones. So if I'm overriding ExileClient_object_player_event_onHandleDamage , infi don't like it and blocks it? Any other ways to get around this?
  17. Chernaruski

    [Updated] ExileReborn - A complete survival package

    It was challenging for someone that have no deep scripting knowledge, but not tough as it may sound. If you know a bit on how things work , just compare your exile files and reborn's. Follow the installation steps, debug as you go and you should be fine.
  18. Chernaruski

    [Updated] ExileReborn - A complete survival package

    There is no way I can instruct you properly on how to do the merging. What I did was compare and merge everything , file after file, config after config , init after init. Merging, testing, fixing, merging , testing, fixing and so forth. This way I managed to get it working , well the parts I wanted to work at least. I didn't bother checking the trash loot and ai recruit , since exile have its own loot system and ai "bodyguards" can be spawned with xm8 script. As for the compatibility of infistar and reborn functions , such as bleeding and knock out, still got no solution... Infi support was not very helpful. Only works with Infistar OFF
  19. Chernaruski

    [Updated] ExileReborn - A complete survival package

    Are you asking or letting us know? Cause I didn't figure how to get this working with infi on.
  20. Chernaruski

    Extended Base Mod

    just thinking out loud : What about your mission.sqm does it have "extendedbase" in addOns[]= ? All parts are in DB , but not shown after restart? Recheck you loading the mod correctly and check for RPT DB related errors
  21. Chernaruski

    [Updated] ExileReborn - A complete survival package

    You can comment out everything related to zombies in function init/compile/config file (client+server side). Just search through it and // it out. Thats what I did.
  22. Chernaruski

    Translate Exile to others language

    @WolfkillArcadia Do I have your blessing to translate 1.0.4 to Russian? I don't care how many code lines are there. The only thing I was wondering if its allowed to begin with. I want to start from: exile_client & exile_server, and then move to items descriptions etc. I preffer to translate the hardcode, so the final outcome will be exile_client_ru & exile_server_ru
  23. Chernaruski

    AVS - Advanced Vehicle System

    How and where can I change ammo related DB insert of a newly created persistent vehicles to prevent DB related errors? Or maybe completely cut out ammo related code, since I don't use militarized vehicles at all...? ALTER TABLE vehicle ADD ammo text NOT NULL; UPDATE vehicle SET ammo='[]' The above code, only changes the already created persistent entries and must be done manually via sql query, but when some of the persistent vehicles destroyed , new ones automatically spawned with their ammo data empty (see the attached screenshot , two bottom lines) and not with " [] " entry. Which creates AVS error "AVS ERROR - INVALID MAGAZINE SAVED IN DATABASE: " "AVS ERROR - Magazines should be saved an array. Blank entries should be: [] Verify your database."
  24. Chernaruski

    [RELEASE] Missile warning for all vehicles

    Any example screenshots? Remember seen something similar at Stokes store
  25. Chernaruski

    Inventory Sounds

    Exile client files I overwrite are: Bag open sound - ExileClient_object_player_event_onInventoryOpened.sqf Bag closes sound - ExileClient_object_player_event_onInventoryClosed.sqf Pickup sound (the one when the hand icon appears) - ExileClient_object_player_event_onTake.sqf Drop item - ExileClient_object_player_event_onPut.sqf