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1.66 BUGS/PROBLEMS HOTFIX Released!

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1 hour ago, Ultima-weapon said:

Hello everyone,

As I posted earlier in this thread, I am back from work and have found the fix I promised.

First, a very big thanks to the Exile devs for coding a mod where the code itself is actually very easy to follow. Second, I would like to say thanks to all those who have thus far supported the fixes that I have posted in this thread thus far. Third, while I appreciate the effort of the individuals who have posted untested fixes for the disconnect/reconnect bug, there are some inherent flaws in those codes and though i did not try or test them, I do not believe they can possibly work because of the following: a) No client side code should be called from the server side; b) you should not sent objNull for the unit you want removed on disconnect. (There is more, but I will leave it at that. If this offends you, I am deeply sorry.)

Disclaimer: This code was not written or modified by the Exile dev team and therefore is not an 'Official' fix. Use at your own risk.

With that out of the way, let me continue with the fixes that I have.

To fix the endless blur after death:
 

  Reveal hidden contents

To fix the onPlayerKilled event handler not firing:
 

  Reveal hidden contents

The above files need to be changed and placed in the 'fixes' folder (or folder of your choice if you know what you are doing) in your mission.pbo.

Then make sure to add the following to your CfgExileCustomCode in config.cpp

 

  Reveal hidden contents

 

To fix the disconnect/reconnect dupe (Comparable with servers that run with or without CBA) :
 

  Reveal hidden contents

Repack your server.pbo and mission.pbo and enjoy!

Confirmed to be working by multiple sources. Im going to copy your post and put it on the main thread and credit you

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Donated for my community on your website since you helped with this.
Appreciate it. (;

2 hours ago, Ultima-weapon said:

Hello everyone,

As I posted earlier in this thread, I am back from work and have found the fix I promised.

First, a very big thanks to the Exile devs for coding a mod where the code itself is actually very easy to follow. Second, I would like to say thanks to all those who have thus far supported the fixes that I have posted in this thread thus far. Third, while I appreciate the effort of the individuals who have posted untested fixes for the disconnect/reconnect bug, there are some inherent flaws in those codes and though i did not try or test them, I do not believe they can possibly work because of the following: a) No client side code should be called from the server side; b) you should not sent objNull for the unit you want removed on disconnect. (There is more, but I will leave it at that. If this offends you, I am deeply sorry.)

Disclaimer: This code was not written or modified by the Exile dev team and therefore is not an 'Official' fix. Use at your own risk.

With that out of the way, let me continue with the fixes that I have.

To fix the endless blur after death:
 

  Reveal hidden contents


Client File:
ExileClient_gui_postProcessing_initialize.sqf

Add:
BIS_DeathBlur ppEffectAdjust [0];
BIS_DeathBlur ppEffectCommit 0;
BIS_DeathBlur ppEffectEnable false;

After:
ExileClientPostProcessingSecurityCameraFilmGrain ppEffectEnable false;

Before:
true


Client File:
ExileClient_gui_postProcessing_reset.sqf

Add:
BIS_DeathBlur ppEffectAdjust [0];
BIS_DeathBlur ppEffectCommit 0;
BIS_DeathBlur ppEffectEnable false;

After:
ExileClientPostProcessingDelirium ppEffectEnable false;

Before:
true


Client File:
ExileClient_gui_postProcessing_toggleDialogBackgroundBlur.sqf

Add:
BIS_DeathBlur ppEffectAdjust [0];
BIS_DeathBlur ppEffectCommit 0;
BIS_DeathBlur ppEffectEnable false;

Before:
if (_this) then


Client File:
ExileClient_object_player_death_startBleedingOut.sqf

Add:
BIS_DeathBlur ppEffectAdjust [0];
BIS_DeathBlur ppEffectCommit 0;
BIS_DeathBlur ppEffectEnable false;

After:
ExileClientPostProcessingColorCorrections ppEffectCommit _respawnDelay;

Before:
ExileClientPostProcessingBackgroundBlur ppEffectAdjust [0];

 

To fix the onPlayerKilled event handler not firing:
 

  Reveal hidden contents


Client File:
ExileClient_object_player_event_onKilled.sqf

Add:
[_this select 0, _this select 1, 3, 120] call ExileClient_object_player_event_onPlayerKilled;

Before:
closeDialog 0;

 

The above files need to be changed and placed in the 'fixes' folder (or folder of your choice if you know what you are doing) in your mission.pbo.

Then make sure to add the following to your CfgExileCustomCode in config.cpp

 

  Reveal hidden contents


ExileClient_gui_postProcessing_initialize = "fixes\ExileClient_gui_postProcessing_initialize.sqf";
ExileClient_gui_postProcessing_reset = "fixes\ExileClient_gui_postProcessing_reset.sqf";
ExileClient_gui_postProcessing_toggleDialogBackgroundBlur = "fixes\ExileClient_gui_postProcessing_toggleDialogBackgroundBlur.sqf";
ExileClient_object_player_death_startBleedingOut = "fixes\ExileClient_object_player_death_startBleedingOut.sqf";
ExileClient_object_player_event_onKilled = "fixes\ExileClient_object_player_event_onKilled.sqf";

 

 

To fix the disconnect/reconnect dupe (Comparable with servers that run with or without CBA) :
 

  Reveal hidden contents


Server File:
ExileServer_system_network_setupEventHandlers.sqf

Remove (or use // at the beginning of the line):
["ExileOnPlayerDisconnected", "onPlayerDisconnected", { [_uid, _name] call ExileServer_system_network_event_onPlayerDisconnected; }] call BIS_fnc_addStackedEventHandler;

Add in it's place:
["ExileOnPlayerDisconnected", "onPlayerDisconnected", { [_id, _uid, _name] call ExileServer_system_network_event_onPlayerDisconnected; }] call BIS_fnc_addStackedEventHandler;

Remove (or use // at the beginning of the line):
onPlayerDisconnected {[_uid, _name] call ExileServer_system_network_event_onPlayerDisconnected};

Add in it's place:
onPlayerDisconnected {[_id, _uid, _name] call ExileServer_system_network_event_onPlayerDisconnected};

Remove (or use // at the beginning of the line):
addMissionEventHandler ["HandleDisconnect", { [_uid, _name] call ExileServer_system_network_event_onHandleDisconnect; }];


Server File:
ExileServer_system_network_event_onPlayerDisconnected.sqf

Add:
params ["_id","_uid","_name"];
_unit = objNull;
{
	if((_x getVariable["ExileOwnerUID","0"]) == _uid) exitWith {
		_unit = _x;
	};
} forEach allUnits;
[_unit,_id,_uid,_name] call ExileServer_system_network_event_onHandleDisconnect;

Before:
true

 

Repack your server.pbo and mission.pbo and enjoy!

 

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Thank you m8 i see the server one but the client ...is like i don't where is this exile_client.pbo is that on my mission pbo or on my server files ...sorry if i sound stupid but i'm a noob to all this sorry

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2 minutes ago, ltc_bullet said:

Thank you m8 i see the server one but the client ...is like i don't where is this exile_client.pbo is that on my mission pbo or on my server files ...sorry if i sound stupid but i'm a noob to all this sorry

:D:D:D

mission

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