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maca134

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About maca134

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  1. Yup as kuplion says, OCP did come first but it was a mess. The mod had original source files in it, models had errors etc. The original author dump unfinished work on the BIS forums as he had finished with ARMA. Dirty Sant took the stuff and just smashed it in a mod with some hacky way of replacing the buildings and without any work to fix the errors or even remove original textures. So his mod was over a 1gb in size, torn gave the models a day of love, fixed all the bugs, made ai work in them and the result was a 185mb mod which just works on any map using those buildings
  2. tool

    Should be sorted now
  3. this is a dead project i think. No one has offered any support so pfft
  4. Can you write shorter posts please, cos frankly im not reading that...
  5. 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
  6. 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.
  7. 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
  8. 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.
  9. worst idea ever
  10. 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.
  11. You need to install the required nuget packages first
  12. it "should"™
  13. Torn fixed a small bug causing less loot than should be to spawn in
  14. 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"; ... };