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      Exile 1.0.3 "Lemon" has dropped!   05/20/17

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    • Mezo

5niper

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About 5niper

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  1. The Loot Positions on Taunus have been very trying. I scrapped it all, and re created the lootposions using Exile Mod Loot Position Creator. Painstakingly, building by building. But omitting many of their newly created buildings. Because there is no class name for the entire building, and rather individual classnames for the components that make up that building. So, you either omit those altogether, or you can add the loot position of the individual componets. However, then you'll end up with loot where ever that component (typically a floor piece, or wall piece, etc) is used, and since that could be at any height, you end up with loot floating up in the air (way up). I am however having particular issues with some of the buildings, NOT SPAWNING LOOT. Like the Land_WIP_F or the Land_A_BuildingWIP , which are the classic "Industrial" buildings you find across many of these maps (I remember them particularly on Taviana).
  2. @Sir_Joker Did you get this resolved? What I did on the Taunus map was install a script that makes the area beyond the perimeter of the map, a radiation area, and it kills anyone that goes out there, even if they're wearing a gas mask. Radiation is outside the world: And here is a script for preventing vehicles from spawning out there:
  3. @vitalymind I too would love to see this app work with ExAd. Has anyone made any head way it getting it to work with ExAd?
  4. Read it on some discord. Ok. I will try it again. So, this only comes with one or two missions? Or maybe I'm confused. Is this just for roaming ai?
  5. @IT07 Thanks! I just read, that a3_VMFr would lag the server, compared to other ai mission sys like DMS. I'm running a Taunus server, and the map is not finalized yet, so big issue with lag and low fps ATM. Is that a true statement?
  6. Is there a repository of some sort with more missions than the two that are included in the download?
  7. Have you guys sorted out the loot spawns yet? I have the latest exile files, and I believe I have the latest lootpositions.hpp posted here. But still getting loot up in the air, and getting TONS of loot in many places.
  8. Typo? Maybe not... https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQc7ffXH95GmF85yZ2IGKZ3ErP5XYD-JMkI91AmdBNdZWj1RWSu
  9. @kuplion Nice! Thanks a lot Kup!
  10. This map has very nice terrain! I'm setting up a test server with it. Have 3 traders created, need two more to go, and also an aircraft trader at each of the two very large airports! Have show it to several guys who grew up in Germany, and they said it brings back memories. A few things I'm not crazy about, but can deal with, is that the mixture of classic buildings we've seen on the older maps, like Taviana, Chernarus, and the like (which are on this new map) side by side with some of the newer buildings they created, don't really appeal to me. I prefer the textures of the older classic buildings; the newer ones make the map look "cartoon like". I would only suggest they keep the newer buildings in the same towns, and maybe not mix them with the others; just me. I've heard that the buildings are made up of individual parts, floors, walls, etc., like if you were to build them in game, maybe that accounts for the large file size of this map and the millions of items on it that maybe lend to the low fps. Granted, the map is not finished, and they have much work still to do. I can't wait for the final release, after it's been optimized. Really looking forward to it. With no water on the map, I'm having the issue that I used to have with Chernarus, trying to keep the vehicles from spawning in "no man's land" past the map's edges. Also trying to keep players out of that area will be challenging. I wonder if there's a better way to keep vehicles from spawning in those areas, and a way to setup a trigger to keep players out of those areas too. Anyone know if it's possible to create a trigger, around the map's perimeter (square, not circular) sort of like an electric fense...if the players go past it, they get a warning, and then they either "die", after x seconds if they don't return, or ai will spawn on them and do the job. Sort of like the battle field games that tell you you are out of bounds, and basically you die if you don't get back in withing the perimeter. Welcome any thoughts on this..
  11. Me either. Will have to check it out. For comparison, Altis is about 20 x 20, and Namalsk is about 8 x 8. This one is about 10 x 10 (have not checked it out yet, going by what I heard. There's another map (not completed yet, v1.1 out now, dev said probably final release some time this year) Taunus. I'm setting up a test server with it now, it's about 24 x 24.
  12. @Crazy Mike Remove Vehicle traders!? What a great idea! I'd try that but would probably be lynched shortly there after. Just out of curiosity, do you make persistent vehicles lockable? Probably not sounds like more fun.
  13. Now you're talkin'
  14. For anyone with issue deploying Bike or Quad with ExAd XM8. If you can go through the motions, but nothing spawns, AND if you check your report and have this error: Scripting function 'exadserver_fnc_clientrequest' is not allowed to be remotely executed You probably run infiSTAR, as I do. And infiSTAR has it's own "CfgRemoteExec.hpp" So you have to make sure you don't have this in your description.ext: and instead have this in your CfgRemoteExec.hpp which is in the mission folder (same directory as your config.cpp):
  15. same exact error? or new or similar error?