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About Erzengel

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  1. still dont get it to work. can anyone tell me what i did wrong in calling the script in every client ?
  2. okay, thats for the answer. so my biggest problem at the moment is a nuke script which i can call on the server if i execute it with infistar debug console or call it on an addaction command, which i guess can only work for the client. so i tried to call a script at the trigger wich is setting nuke_activated = true to the server and i did add waitUntil {nuke_activated = true}; execVM "nuke\nuke.sqf"; at the bottom of initPlayerLocal.sqf.. as it works localy even on mp server i guess the problem should not be inside the script i guess
  3. Hey guys, so before i start this topic i want to say i reale love the exile mod but while creating a some static missions which i use different script like nuke, firebombs, meteorites or some other kind of partical effect i allways got stuck with the script working when puting it into exile. it is working just fine when i run it in the editor whith exile beeing loaded and even on live server which do nut run exile modification but in the moment to use it with exile it is not working anymore. i also tired to execute the scripts with infistar menu but not even that worked.. i will link some custom files which i was talking about early as in my oppinnion most of these files are the most realstic once compaired to other scripts of that kind. http://steamcommunity.com/sharedfiles/filedetails/?id=1123074587 so without further talking.. what did u came across wihle editing exile or did you even noticed something like this just once ?
  4. well, i allreeady tried that. i did waitUntil {boom > 0}; at the bottom of initPlayerLocal and then execVM "nuke\nuke.sqf"; in the script called by an addaction on an npc i got the variable boom set to 1 and be published to the server. and guess what.. does not work. iam now trying to use a different script which is more realsitic in my oppinion, but iam trying to get this into a .pbo i could call on the server if user performes addaction command. anyone can tell me how this works ? and thanks for the hint with the message, but i will not do this as i let an abc alarm go of 3 minutes before the power plant reaktor goes of cause of overheating
  5. well i got this to work on the server with simply adding an addaction command to an npc but the script is onoly getting executed local.. i aslo did try to run it on the server, which works as well but then the partical effect, light, explosion is not shown to every player. iam now trying to do it witzh alias nuke script which in my oppinion is more realistic in the after effects but in order to give that a run i need it in an .pbo which i could call server sided. can anyone teach me how to create those things or even could do it for me (the teaching way would be more interisting so i can do stuff like that on my on next time) link to the script: http://steamcommunity.com/sharedfiles/filedetails/?id=669902348&tscn=1515385940 video of how it looks if run from the mission folder:
  6. so i managed to get the script executed on the server now with adding an file in between which i called "tonuke" which includes this nuke = [player, _this select 3 select 0]; publicVariableServer "nuke"; and "nuke" addPublicVariableEventHandler { [_this select 1 select 0, _this select 1 select 1] execVM "nuke\tonuke.sqf"; }; in the initServer.sqf now it is run on the server, but there are no particle or coloreffects anymore. not even for the player that started the script. meanwhile i felll as if i tried every possible method to start a script in arma 2 & 3 and nothing seems to work...
  7. gonna bump this thing up one more time in hope thatsomeone can help
  8. As usual when i post here iam stuck again and i hope this time soneone will find a solution iam building a static mission with the goal to cool down a nuklear reaktor and if players fail, its gonna explode and have fallout and everything. everything works fine so far, but the nuke.sqf is executed local as is use execVM "nuke\nuke.sqf"; - also tried the isServer thing aaand one more i accutally forgot about. my question is: how to execute a script global so every player get the visual effect and the damage on buildings is done on the server and not on the client, if possible. pls tell me your ideas even if you think it just MIGHT work. Thanks allready now :-) edit: i remember the last tested thing ^^ ["nuke\nuke.sqf","BIS_fnc_execVM",true,true ] call BIS_fnc_MP;
  9. does no one have any idea what i might have done wrong ?
  10. would be pretty great cause nearly non of my missions can be completed without triggers ^^
  11. yeah i did notice this is 1 1/2 year ago but if i dont manage to set triggers my whole mission system is reked
  12. hey, iam working on a mission system which requires triggers which iam not able to place. so after 3 days of searching i found this which i would need a bit more of informations on how to use this
  13. iam sorry. stil dont find the forum to post in most of the time ^^
  14. as the title might allready have told you, i want to create an trigger in an sqf file. (two to be honest) this _trg = createTrigger ["EmptyDetector", [6752.155273,13031.15918,-1]]; _trg setTriggerArea [2, 2, 0, false]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", false]; _trg setTriggerStatements ["this", "addAction 'Bandagen ablegen', 'mission\kyrkmedic\bandagenablegen.sqf'", ""]; _trg1 = createTrigger ["EmptyDetector", [6752.155273,13031.15918,-1]]; _trg1 setTriggerArea [2, 2, 0, false]; _trg1 setTriggerActivation ["ANYPLAYER", "PRESENT", false]; _trg1 setTriggerStatements ["this", "addAction 'Vishpirin ablegen', 'mission\kyrkmedic\vishpirinablegen.sqf'", ""]; is how i tried to publish a trigger in one of my story missions. the mission is geting called, all options from addAction commands are available, hints are shown and everythi ng works fine eccept for the triggers and the addAction comands the trigger should give to the player. anyone can tell me what i did wrong?
  15. what is the sqf line to add respect to an player for example after completeing a mission? EDIT: allready got it. for those that also want to know how it works: _target = player; _playerscore = _target getVariable ['ExileScore', 0]; _newscorevalue = _playerscore + 150; _target setVariable ['ExileScore', _newscorevalue]; _target setVariable['PLAYER_STATS_VAR',[_target getVariable ['ExileMoney', 0],_newscorevalue],true]; ExileClientPlayerScore = _newscorevalue; (owner _target) publicVariableClient 'ExileClientPlayerScore'; format['setAccountScore:%1:%2', _newscorevalue, (getPlayerUID _target)] call ExileServer_system_database_query_fireAndForget; in this case we add 150 respect to the player