• Announcements

    • Flosstradamus

      Official Discord   03/15/17

      https://discord.gg/FMkqWpF Click the link above and join our Official Discord!  Chat with developers and get quicker support!
    • Vishpala

      New XM8 Discord Bot   05/15/17

      Our new XM8 Discord Bot will send you notifications about events happening in-game, even if you are not online!  Read about it on the Devblog:  
    • Vishpala

      Server Files Updated   09/16/17

      Published new server files today. No client update needed. There is no need to update your server files if you do not have any issues with your current setup. This fixes an issue where loot customization would not work. Also, some simulation issues were addressed. Nothing major in this mini patch.   http://www.exilemod.com/downloads/
    • WolfkillArcadia

      Exile Escape!   09/17/17

      Do you want to play Exile Escape? Do you want to host Exile Escape? Check out the post here for more information!  

maca134

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  1. this is a dead project i think. No one has offered any support so pfft
  2. Can you write shorter posts please, cos frankly im not reading that...
  3. Repackaging/uploading to steam for "version control" makes utterly no sense: Mods breaking servers over updates is par for the course when running an ARMA server (or any modded game server). Although you changed the paths on a pbo, this gets alot harder when you have to deal with binarized content (models/rvmats). "Rebranding" PBO's is one sure fire way to get mod authors backs up. Unless you really know what you are doing, just "combining" pbos will probably cause you more problem in the future when you actually want to update. I've been involved in the ARMA community for quite a while now, I have already encountered the problems above, just stick with the official mods and be prepared to breakages when updates are pushed. PS. If you want email alerts when steam mods updates: http://workshop.a3launcher.com
  4. Too clear things up, Exile CANNOT be uploaded to Steam without the permission from the authors, please read the licence info here https://creativecommons.org/licenses/by-nc-nd/4.0/ This doesnt apply to individual pbo's, it applies to the files as they are distributed on the website, as in "the package". Ripping out pbos and dumping them into another mod breaks the NoDerivatives clause.
  5. The problem is ARMA not the extension. It seems there is some odd issues with numbers. The function ExileClient_util_string_scalarToString seems to be borked at least on 64 bit. It doesnt deal with negative numbers now for some reason. Try running If it returns "10.234" then you have the problem. The function is only ran on the server but it is a client function. Overriding it with this code fixes the issue: Running that on my servers and it all looks good for now
  6. Just had a look, text data types have no default value. So just increasing the length of varchar will work too. 1024 should be more than enough.
  7. worst idea ever
  8. tool

    Both Torn and me are pretty experienced when it comes to ARMA, we wrote mARMA to be as seamless as is possible and use the smallest amount of resources. Using anything to monitor your server will reduce the amount of available resources, the only real way to find out is to test it and see for yourself.
  9. You need to install the required nuget packages first
  10. it "should"™
  11. Torn fixed a small bug causing less loot than should be to spawn in
  12. There are a number of ways to set this up. You can run the mod -servermod=@Exile;@Exile_Server;@ExileLootDrop Or you can copy the pbo into @ExileServer/addons, copy the DLL+CFG to @ExileServer Then you ADD the override line into the exile mission config. class CfgExileCustomCode { ... ExileServer_system_lootManager_dropItem = "\ExileLootDrop\ExileServer_system_lootManager_dropItem.sqf"; ExileServer_system_lootManager_spawnLootInBuilding = "\ExileLootDrop\ExileServer_system_lootManager_spawnLootInBuilding.sqf"; ... };
  13. Updated the link. You can build it yourself but the releases page on github has a compiled ready to go version
  14. Get the release package from github. Its not hard to get working, mess around with it abit