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      1.0.4 "Pineapple" test server is up!   01/13/18

      First round goes to testing Exile Escape - which is now part of the @Exile mod directly! Yepp, one mod - two game modes.  Please help us test the sh*t out of it and join the test server here: You can grab the 1.0.4 RC files from our download page or directly from A3L. Thanks! <3

Justin Waters

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About Justin Waters

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    Bambi
  1. start "arma3" "arma3server.exe" -port=2302 -cpuCount=6 -mod=@Exile; -serverMod=@Arma3Log;@Marma; -world=empty "-cfg=cfg\basic.cfg" "-config=cfg\confignp.cfg" -bepath=C:\arma3exile\battleye -autoinit I use these settings. The -nosound -nosplash -enableHT -exThreads don't give more performance on dedicated servers. Also the -loadMissionToMemory I'm pretty sure that is for non-persistent missions that wait for client to connect before starting. The -maxMem shouldn't be used unless you are trying to throttle the server's maximum memory. From my experience servers will go over the limit you set and it only causes more harm to servers than anything. If you want to restrict memory usage then optimize your mission so that it only uses the memory within your amount.
  2. Hostiletakeover.co - Exile

    Welcome to Hostiletakeover.co Exile Server! SERVER IS LIVE PROGRESS WILL NOT BE REMOVED. Current Server Features Custom Vehicle, Uniform and Base textures. (Contact Justin Waters if you want to submit your own textures.) DMS Missions and Roaming AI Capture Points Virtual Garage Player Revive System Extended Base Building CUP Vehicles/Units/Weapons Zombie Hoards/Harrass/Occupy Cities Contaminated Zones and NoMan'sLand Bandit zones and Survivor camps Occupied Military Zones Advanced Sling Loading Advanced Towing Bulk Sell Mission Crates Destroyed Vehicle Loot/Body/Gear recovery XM8 Recipes, Deployable Quad, View Distance, Status Bar, Journal and more. Server Login Info Hostiletakeover.co - Exile 50.43.6.190:2302 https://www.gametracker.com/server_info/50.43.6.190:2302/ Required DLC Exile Mod 1.0.3 http://www.exilemod.com/downloads Extended Base Mod http://steamcommunity.com/sharedfiles/filedetails/?id=647753401&searchtext=extended+base+mod Zombies & Demons http://steamcommunity.com/sharedfiles/filedetails/?id=501966277&searchtext=Ryan+Zombies+Demons CUP Weapons, Units, Vehicles http://steamcommunity.com/id/cup-a3/myworkshopfiles/?appid=107410 Community Base Addon (CBA_A3) http://steamcommunity.com/workshop/filedetails/?id=450814997
  3. Can we pay monthly to push more notifications per month?
  4. The sell price is 34% on my server and decreasing this to ~27% seems a bit harsh.
  5. Did anything come of this topic?
  6. This script looks interesting. I'm using advanced towing right now and I like the multi-vehicle towing ability. Though its important that it takes into consideration the weight of the vehicle to prevent towing vehicles to big. (A pickup towing 3-4 striders shouldn't work.) Can someone confirm this before I take the effort to remove advanced towing from my dev server and try this other script.
  7. done and done. Maybe review what I added to make sure my findings are correct?
  8. Perfect! thanks. I believe that error was preventing it from overriding the original code. Its working now!
  9. +1 I've got a few decades of waiting left in me
  10. +1 I think optional features like this are great!
  11. Can someone confirm that this looks correct? This is my first time trying to write my own overrides and need a bit of insight on things that I should look out for when creating them.
  12. First off, thanks to Sgt. Scrap Metal who found my error in my code. This will allow you to change the required items for accessing a radiation zone. Personally I've set it to Scientist or Gas Mask but you can replace the || with && to require both items. My custom\radiation\ExileClient_system_radiation_thread_update.sqf code: My Exile.Tanoa > cfgExileCustomCode: ExileClient_system_radiation_thread_update = "custom\radiation\ExileClient_system_radiation_thread_update.sqf"; You can also change the effects of the color/film grain/Chroma in this file. I did some research and found the following. The ppEffectAdjust changes the settings of the post-processing effect. The ExilePostProcessing_RadiationColor/RadiationChroma/RadiationFilm are defined in the ExileClient_system_radiation_initialize.sqf Check out the BI Wiki for information about Post process effects If you want to add an effect or remove one make sure to also edit ExileClient_system_radiation_event_onPlayerDied.sqf and ExileClient_system_radiation_event_onPlayerSpawned.sqf
  13. After posting that I've been working on figuring out the custom code section but its a bit confusing. I'm using a 3rd party script to override the function. I'll start a new thread to ask the questions.
  14. I hope we can get further development. Helicopter/Boats/Planes....Also ExAd is really popular XM8 any chance to update your code for that?
  15. I have an excel spreadsheet and I parse the data to file.