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5niper

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About 5niper

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  1. @tinboye did you ever get this working? I can't even get the convoy to spawn. I'm using the xcam Taunus map. And I changed the coords of the napf example, to coords for where I want it to spawn on the Taunus map. Never mind. I forgot to select which map it was for. I'll have to test it again.
  2. The addon you are referring to (yellow ball) is Exile Mod Loot Position Creator; works like a charm. http://steamcommunity.com/sharedfiles/filedetails/?id=625259647 I went nuts trying to fix the loot on that map. Then just started from scratch, building, by building, creating my own. To make is easy on yourself, omit any of the new buildings they added, which are made up of individual parts (floor pieces, wall pieces, etc). Plenty of good ol fashion buildings in there (all in one) to add loot to.
  3. It's very easy (and fun too!) to create your own traders. With Arma 3 Launcher, load all of the important mods you use on the map you are creating the traders for. Along with M3Editor + Exile.Eden + Exile Mod + x-cam Taunus (map) . It's very easy to add props (items), signs, the trader's themselves, plus you can edit how they look, what gear they have, how they move...everything. Then, simply click on the Exile menu option, and save the traders as your "initServer" (all of the items you added, like tables, chairs, etc.) , and as your "initPlayers" (basically the traders, guards if any, etc.). You can then save the file as a mission.sqm also, which saves the markers, safe zones, etc. Once you get the hang of it, you will rarely want to use anyone else's traders; you'll always want to create your own. You can also turn things into "simple objects), so you can place weapons, backpacks, etc on tables, and hang them on the wall. If you add those things (eye candy) to your traders, and don't turn them into simple objects, players will be able to pick them up and use them. Also includes a checker, to see if there's anything you have put in, that should be changed to a simple object.
  4. 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).
  5. @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:
  6. @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?
  7. 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?
  8. @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?
  9. Is there a repository of some sort with more missions than the two that are included in the download?
  10. 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.
  11. Typo? Maybe not... https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQc7ffXH95GmF85yZ2IGKZ3ErP5XYD-JMkI91AmdBNdZWj1RWSu
  12. @kuplion Nice! Thanks a lot Kup!
  13. 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..
  14. 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.