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      Welcome, Edict Mod!   02/01/17

      We are happy to announce that the Arma 3 Edict Mod made the decision to base upon Exile Mod in the future and has been granted permission to do so. We have only had little contact so far, but we are looking forward to a successful cooperation. We will post more information as soon as we have them. You can read more on their website here. Welcome to the Exile family!
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      Exile Development Continues!   02/12/17

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Everything posted by yesyesjo

  1. +1
  2. hey folks! we really liked the idea and the concept of exile escape! so i just want to get a question of my chest: is there any possibility to get the server & mission files to run an escape server as it is in the actual stadium? if the devs of escape dont like that idea, of course i can totally understand that. just asking.... cheers! yes
  3. https://forums.bistudio.com/topic/202022-3fps-issue-call-for-help/
  4. melee or some kind of "kill from behind" animation would be super nice, because a bambi has the chance to sneak up on an enemy and kill him... we gave our bambis zipties for couple of weeks. oh boy, this was really funny....
  5. wow, nice! thank you guys!!!
  6. please redue all the installation. you did something wrong...
  7. http://steamcommunity.com/sharedfiles/filedetails/?id=720335480 or change the guns to another caliber...
  8. hmmm, we changed the ammo container etc. from "container" to "construction" with the last update. if it was set before the update, you have to delete it in the database "container" table... the codelock is really strange. dont know why... and the anvil is a pain in the ass... we know that, but didnt look into it for a while. we will see what we can do. cheers!
  9. no problem. ur welcome! sorry, if we broke something from exile. we didnt know... and cant explain it really... if u change the database load, than do the same with "ExileServer_object_container_database_load.sqf" aswell. if live good with that...
  10. hmmmm, thats really interesting. of course we realized, that the walls etc gets dammage by normal explosions. but we thought that is a error in exile itself, so we put an "_constructionObject allowdamage false;" in the forelast line of "ExileServer_object_construction_database_load.sqf". But that it has something to do with our mod? oh boy, we cant explain that. are you really sure? cheers, yes
  11. if you are using infistar, make sure everything is whitelisted. please redue the installation step by step. i guess you missed something with the includes or in the description. and dont forget the compile mentioned some posts before (not in the installation). cheers, yes
  12. hmmm... all overrides are ok and checked?
  13. ultra annoying... good luck!
  14. i am running out of ideas, sorry! if you have not done it yet, i would do the following: - complete reinstall mysql database (but a very long shot...) - complete fresh exile server installation and then adding all mods step by step (in order of your importance), until the error - hopefully - ocurrs. perhaps its a problem with cba and the stackedeventhandler? i really dont now... a lot of guys here, who have more experience than me... where you, guys? come on, help!) and as I said before: we would never use so many addons... because its arma and you play with fire... cheers and good luck! yes
  15. ok, no problem. I took that as a question... fine its working now!
  16. the out of memory is an old arma server (and client problem). we have it in really rare cases aswell, but i am not an expert here. please post you startparameter... and did you try the new perf?
  17. hmmmm, hab so ein bisschen schlechtes gewissen, hier im catwalk werbung für unseren server zu machen. aber er läuft (erstaunlich) gut an. vor allem, weil ich das projekt von @[RG] Salutesh sehr schätze. sie machen da echt schöne und spannende neuerungen... viel erfolg weiterhin! denke, dass die map gut ankommt und so auch mehrere server voll werden können...
  18. its a long shot, but i would avoid this: @CUP Terrains - Core;@Exile;@CUP Terrains - Maps;@X-Cam-Taunus (Version 1.1) better: @CUP_Terrains_Core;@Exile;@CUP_Terrains_Maps;@XCam_Taunus but i really dont know if this helps... perhaps you can post ur complete startparameters?
  19. here is another error, but i cant help you with that: 9:00:47 "<infiSTAR.de> _fnc_RandomGen: { private '_gen'; _fnc_actualGen = { _start = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a']; _main = ['4','7','r','S','J','G','K','2','d','5','o','J','o','r','T','Z','j','x','C','S','H','7','W','s','Q','D','e','4','v','z']; _filler = ['1','2','3','4','5','6','7','8','9','0','_','a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z']; _gen = selectRandom _start; _randmax = {((round(random _randminval)) + (round(random _randmaxval))) max _randminval}; for '_i' from 0 to (call _randmax)do { _gen = _gen + (selectRandom _filler) + (selectRandom _main); }; _gen }; for '_i' from 0 to 10000 do { _gen = call _fnc_actualGen; _index = _allRandomGenVars pushBackUnique _gen; if(_index > -1)exitWith{_gen}; }; _gen }" the rest looks fine imo...
  20. aaaaand by the way... i suggest you get rid of some mods/addons... in my opinion its way to much
  21. hmmmm config looks fine. but why so less in the description? i am missing this: //Advanced Towing class SA_Simulate_Towing { allowedTargets=0; }; class SA_Attach_Tow_Ropes { allowedTargets=0; }; class SA_Take_Tow_Ropes { allowedTargets=0; }; class SA_Put_Away_Tow_Ropes { allowedTargets=0; }; class SA_Pickup_Tow_Ropes { allowedTargets=0; }; class SA_Drop_Tow_Ropes { allowedTargets=0; }; class SA_Set_Owner { allowedTargets=2; }; class SA_Hint { allowedTargets=1; }; class SA_Hide_Object_Global { allowedTargets=2; }; //Advanced Rapelling class AR_Client_Rappel_From_Heli { allowedTargets=0; }; class AR_Hint { allowedTargets=1; }; class AR_Hide_Object_Global { allowedTargets=2; }; class AR_Enable_Rappelling_Animation { allowedTargets=2; }; class AR_Rappel_From_Heli { allowedTargets=2; }; and i am not so firm with infistar. you "whitelistet" everything from our mod there?
  22. hello! m.E. ist es keinen griff ins klo. die map ist super cool! die performance einbrüche können wir auch momentan zum glück nicht bestätigen. haben es viel schlimmer erwartet. aber die db ist auch noch weit davon entfernt voll zu sein... au weia... cheers! yes
  23. is it now saving right?
  24. ahhhh i remember! bikes dont have a container etc, so you cannot put them in the crafting code, because the database/exile dont like this... hehe... that must be your problem... i am glad you found it. i totally forgot that.