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    • Eichi

      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!
    • Vishpala

      Exile Development Continues!   02/12/17

      Read about Exile's future here:  
    • Eichi

      Safety in Private Messages   02/15/17

      If you ever find yourself being asked to pay for a script, consider it a spoof. Especially if you are being asked to discuss the details on Teamspeak, think twice. Do not fall for these persons. Make sure your provider is legit and avoid fishy services like Contract Coders. Instead, report them and prevent being fooled. This community is not a marketplace. People offering their services are being tolerated, but be certain that there are black sheep amongst them.

.nawuko

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About .nawuko

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  • Birthday 03/06/91

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  1. [x,y,z] call ExileClient_util_world_isInSpawnZone should be the right thing. can be used on the headless without problems. I would consider adding a check for (isObjectHidden _player) so no admins in stealth mode get chased/attacked.
  2. Client or server side? For Exile Client side you can check the ExilePlayerInSafezone variable (no func, just a variable with true/false) For Infistar Client side you can check infiSTAR_A3GodRun (0 OR nil for disabled, 1 for enabled) For server side as far as i can tell there is no actually flag for both. You could check if the player is currently in the safezone (you can check with the built-in function "[x,y,z] call ExileClient_util_world_isInSpawnZone")
  3. Try this: http://pastebin.com/vFzjQjej
  4. 9.32b bugs

    wrong forum sorry
  5. 0.9.32

    Simple Explanation: Walls/Doors/Floors doesn't have active simulations. If a object gets attachedTo an object without Simulation the Object itself (in this case the satchels) doesent have simulation either. So they can never blow up (not via scroll action nor via direct damage).
  6. This fix is already in Server 0.9.32b included: http://www.exilemod.com/downloads/
  7. @Eichi battleye filter are not complete (for example: missing changes in remotexec.txt). And the extDB2 exile.ini file is the same as the prevoius version (maybe an oversights?) Edit: And main.fsm still has (Clean_up_Arma_sh) which calls forEach (entities "All") every Minute and spams the rpt with the result. leftover from debuging?