Search the Community

Showing results for tags 'base'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Exile
    • Changelogs
    • Feedback
  • Exile Community
    • General Discussion
    • New Feature Voting
    • Problems & Bugs
    • Cat Walk
    • Recruitment
    • Small Talk
  • Exile Mod XM8 App
    • Server Administration
    • Android
  • Exile Mod Server Administration
    • Ask a Game Server Provider
    • Hosting
    • Operating Systems
    • Installation
    • Database
    • Security
    • Maintenance
  • Exile Mod Customization
    • Downloads & Releases
    • Content
    • Environment
    • Gameplay
    • Look & Feel
    • Tech Talk
  • Exile Life Mod
    • General Discussion
    • Catwalk
  • Exile Edict Mod
    • General Discussion
    • Catwalk


  • Knowledge Base
  • Items
  • Constructions
  • Traders
  • Vehicles


  • Servers


  • Devblog

Found 53 results

  1. I am not sure if this is solved or if anyone has ever had this issue. I was going through my inventory in my locked base when an AI soldier walked right through a wall and killed me, I have DMS, ZCP, and Ryan Zombies. I am sure the roaming AI are handled by DMS. Im just not sure where o begin on what allows them to walk through base parts. anyone that can help will be appreciated
  2. Extended Base Mod for Exile Mod With this mod you are allowed to place some Arma 3 content in your Territory based at the Exile mod. For example: Sandbarriers, BagBunker, CamoNets, CncBarriers, Stonewall + Gate, Ladder, Watercooler some are following. Capacity: Huge Container: 20.000 Metalshelf doublesided: 5.000 Icebox: 1.500 Shelf 1: 4.000 Shelf: 3.000 Land Container Green: 15.000 Hangar: 40.000 Ammobox: 7.000 Tentdome: 1.000 Land Container Sand Small: 13.500 Cargo container Small: 6.500 Garbage Container: 8500 Metalshed 4 Layers: 5500 Plastic Crate: 2000 Suitcase: 1250 Ammo Box: 750 V 0.3.0 - Huge Lamp illmination fixed - doors fixed (original by Eichi) - certain apex buildings available V 0.2.9 - Guys i am very sorry, but i had to remove the APEX buildings. Arma fucked it up - fixed the damagetaking problem on earthquakes and explosives. (Breaching charges still work) V 0.2.8 - new Buildables: Airporthangar (Apex), Ammobox, Basaltwall 4m & 8m and Gate (Apex), Breakwater dry & wet (Apex), Huron ammo- and fuelcontainer, IR tent big & small (Apex), Petroglyphwall 1 & 2 (Apex), sandbags green long & short (Apex), Sandbagbunker big green (Apex), Sandbagtower green (Apex), Suitcase - all new walls with snap points - fixed the light of the Shabby Lamp and the Camping Lamp - fixed the height jump of the Pierbox & Airplanehangar V 0.2.7 - new Buildables: Bungalow, House Big, Plastic crate, Researchfacility big and small, Garage Shelter (Apex) - all things or Buildings can be destroyed by the Breaching Charges V 0.2.6 - new Buildables: Big Bunker, Bunker Rectangle, Bunker Hexagonal, Bagbunker small green, Bunkerwall 3m Bunkerwall 6m, Controltower, Barrier 3 green, Barrier 5 green, Sandbagtower green, Trench Forest & Grass(Apex) - lootspawn fixed!!! (BIG thanks to second_coming !!) - excluded Price and Traderlist to make them like recipes and menus (Thank you Greyfox! It made Tanoa Buildings a lot easier!) V 0.2.5 - new Buildables: ATM (working with lockers ) - Snapmode for walls (Just straight, No corners or gates yet) - added Non-Physic for Garbage Container and Metalshed 4 Layers - Exile Walls are only blowable by new charges V 0.2.4 - new Buildables: Concrete Mixer, Flag CSAT, Garbage Container, Metalshed 4 Layers, Watersink - fine tuned all recipes! - changed target = "Land_CargoBox_V1_F_Kit"; in menus.hpp to target = "Land_CargoBox_V1_F";. menu now working correctly. V 0.2.3 - new Buildables: Camping Chair V1 & V2, Camping Table, Camping Lamp, MapBoard Altis, Pavement straight and corner narrow and straight and corner wide. - added BRAMA categories to the recipes (Container, Walls, Flora, Misc, Buildings, Signs, Lamps) - Battleyefilter added: !"MapBoard_altis_F" V 0.2.2 - changed the way receips and menus are working, now implemented via .hpp (thank you Murgatroyd) - new Buildings: Bush, Pier, 3 kind of Stones, Sleepingbag, 2 Solarpanels - mass of the Big Dome changed to 200 - Armor of following reduced by half:CNC Wall,CNC Wall 1pc,Huge Container,Land Container Green - fixed light_1_hitpoint spam in .rpt V 0.2.1 Hotfix - removed Big Tank and Military Checkpoint. Doors not working and Errors. V 0.2.0 - new Buildings: airporttower, Barracks, Beachbooth, BigTank, Castletower, UnexplodedAmmoSign, Military Checkpoint, Transmissiontower - increased armor of military tower (100 times) - reduced weight of Airplanehangar V 0.1.9 - new Buildings: Dome (big white one), Airplanehangar, Metal Shed, Solartower, Sunchair, Sunshed, Shabby Lamp - increased armor of military tower (10 times) V 0.1.8 - new Buildings:Chair, Cncblock, ContainerSmall, Industryfence 1pt, industryfence 3pt, Lampstreet, Seawall, Tavern, Tavern middle added alternative crafting receips from MrDynamite V 0.1.7 - new Buildings:PortableFloodlight double, Radar Small, Slumplane, Table, Toilet, Pierbox Floodlight coming with next patch Sorry guys V 0.1.6 - new Buildings: CNCBarrier1, Medium CNC Barrier, Crashbarrier, Big Shed, Touristshed, Watersource, CNC Wall small 4 + 8m, Military Sign Vehicle + Base Small - bug fixed where Cargo Containers spawned a lock. -> check "addingmenutoitem.txt" - fixed the bug where containers bouncing around, now same behavior like storage crate ^^ - Tentdome can be placed outside territory - increased armor of military tower again (10 times) - slightly increased armor of all hbarriers - added alternative crafting receips in a separate .txt V 0.1.5 - new Buildings: Broken Shed, Cargo Container Sand Small, CNC Stairs, Garage, Platform, Tent, Tenthangar - added lockability to cargo containers - fixed the bug where other players can pack the container without entering the code. - Baselights now always on! fixed it hope you have fun with them. V 0.1.4 - new Buildings: CNC Shelter, CNC Wall, Fuelstation Shed, Small Shed,razorwire - Removed HalogenLights. Problem with Server restart. sorry guys - lowered Mass of all heavy items. V 0.1.3 - new Buildings: Slum Container, Cargo Container Big, Big Halogenlamp, Military Outpost Small - Hangar now lockable -Menu added - on Rusty Tank you can refuel empty Canister, not Cars. - improved armor of all Buildings - Hangar mass is set to 310 (carryall is 320) V 0.1.2 - new Buildings: Rusty Tank, Metal Shelve, Cargo Tower V2 Big, Fuelstation, BagBunker Large, Shootingpostition - Hangar now lockable - removed Helipadlights due to Memoryproblems! Players who don't have the mod are able to join again. V 0.1.1 Hotfix -new Buildings: Helipadlight Blue,White and Yellow, Wooden Pier. - added inventory to the yellow shelf and the icebox - Hatches from the outpost can be opened now - Hangar is not Lockable... sorry guys - You can build Sandbags everywhere!!! V 0.1.0 Major Patch -new Buildings: ConcreteDoor, BarGate, Helipadlights green/red, icebox, Sign Military Area, Military CncWall, Military Outpost, Steelfence, -Fixed Door Locking! now working correctly V 0.0.4 - Bugfixes - New Buildings: 3 different Types of concrete walls; Helipad; New Shelf V 0.0.3 - New Buildings: Ammobox, LandContainer, Sandbag Corner, Sandbag long, Sandbagbunker, Shelf Sandbagbunker Small, Hangar, Sandbagwall Big Corner, 6m, 4m, ConcreteRamp - Ladder fixed - Stone Gate lockable V 0.0.2 - New Buildings: CNCBarrier, Stonewall, Stonegate, Ladder, Watercooler - FIXED building location was stuck! -> battleye filter!!! INSTALLATION: Please use the readme inside the mod folder Download: Or Available at A3 Launcher Or you just downloaded it from the Workshop The Serveradministrator can add it to the craftreceips (included)
  3. Hi, i´ve got a big Problem, i use Extended base Mod on my Server and everything works fine, but i cant place any buildings. I can craft them, buy them, but cannot place them i just go into the building menu for ajusting heigh etc and when i press Spacebar nothing happens, the only way to get out is to press Esc, but whats wrong ? why i cant place the building but see the icons, can buy and craft them ? pls help me ! Thanks EDIT : ther are no Logs
  4. Hello, i have noticed that after a server restart my base laptop no longer works, the open option doesn't work any more. I can fix this by just moving and putting it back down again until next restart then it's broken again, gets kind of annoying. Any simple solution out there for this one? Also, similar issue is with the floodlight after a restart, they work perfect until a server restart and then they are kind of dull when you turn the generator on, the light doesn't seem to be emitting in the right direction and the floodlight itself hasn't moved or changed position, this also can be fixed by moving it and putting it back down, then you turn on the gen and hey presto bright light in the correct direction. Any ideas?
  5. Hello everyone! This is a Static AI base for Chernarus (Located North) running DMS missions. It is heavily armed and is NOT easy. The Base contains M2 Gunners at every entrance, there are also M2 gunners around the inside! the base has three sections, The food/general, Military+Building(Middle), Medical and a random special crate that is spawned somewhere in the mission. The base has 2 roaming Vehicles which are armed these can be Hunter/Ifrit/Offroad. Download: Installation Instructions (Thanks to Riker2335 for the instructions!) Copy the AIStaticBase_Chernarus.sqf file to a3_dms.pbo's /missions/static folder Open config.sqf in a3_dms.pbo, find the DMS_StaticMissionTypes section and append ["AIStaticBase_Chernarus",1] to the list Save and close config.sqf re-pack a3_dms.pbo with all the changes and ensure it is placed in the /@ExileServer/Addons folder to launch at server startup. copy the content from InitServer.sqf into your(Important) initserver.sqf file inside your mission file. Repack your mission file and upload to the server Optional Install Instructions These 2 lines provide some preconfigured CUP vehicles and weapons for the mission file if you use those mods on your server. 1. If you have CUP Weapons, uncomment the "#define USE_CUP_WEAPONS 1" line 2. If you have CUP Vehicles, uncomment the "#define USE_CUP_VEHICLES 1" line Credits: @red_ned @Riker2335 @eraser1 and @Defent
  6. Show us your base build! I'd love to see what people come up with with the amazing tool we've been given (though I'd love to see additions like vectors etc in the future).. Here's my little project. Still WiP
  7. Lockpick system for Exile mod Motivation Currently Exile bases, safes and cars are imposible to raid propertly. With this addon I wanted to bring to Exile Mod the posibility of raiding. Features Configurable object to act as a lockpick, by default is using MineDetector (if you have a mine detector in the inventory you will see a wheel menu when looking to a door , safe or car)Lockpick can open a door.Lockpick can open a safe.Lockpick can open a car.Configurable probabilities for doors, safes and cars independently.Configurable lockpick time for doors, safes and cars independently.When used in a safe or door , a notification will be sent to the building authorized members of the territory, and a mark will appear on their map during 5 minutes.When used in a car, a notification will be sent to all the server and the initial location of the car will be shown for 5 minutes.Lockpick usages will be saved to a database table for admin tracking of its usage. (more uses in the future).Planed Features New trader that will show the name of the people that raided you for an ammount of money.Email sent to the players that are under attack.How to install Step 1 - Mission addon Unpack your mission.pbo.Copy the addons folder from "1 - MISSION" and paste it inside your mission folderCopy the content of the init.sqf next to the addons folder and paste it in your init.sqf, if you dont have a init.sqf then paste this one in your mission.OPTIONAL - Configure the lockpick usage in addons/w4_lockpick/initLockpick.sqfStep 2 - Server addon Open the folder "2 - SERVER"Pack the folder w4_lockpick into a pbo and paste it inside your @ExileServer/addons folder.Step 3 - CfgRemoteExec Locate your Class CfgRemoteExec (By default in the description.ext in your mission pbo)Modify it with the following: class CfgRemoteExec { class Functions { mode = 1; jip = 0; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; class ExileClient_system_network_dispatchIncomingMessage { allowedTargets=1; }; class w4_lockpick_fnc_lockpicked { allowedTargets = 2; }; class w4_lockpick_fnc_lockpick_attempt { allowedTargets = 2; }; class w4_lockpick_fnc_lockpick_failed { allowedTargets = 2; }; class w4_lockpick_fnc_create_marker_client { allowedTargets = 1; }; }; class Commands { mode=0; jip=0; }; };Step 4 - Database table Add the following to the bottom of your @ExileServer\extDB\sql_custom_v2\exile.ini [saveLockpickUsage] SQL1_1 = INSERT INTO lockpick SET uid = ?, object_owner = ?, territory_id = ?, position_x = ?, position_y = ? , position_z = ?, object = ?, type = ? , object_type = ? ,datetime = NOW() Number Of Inputs = 9 SQL1_INPUTS = 1,2,3,4,5,6,7,8,9 Return InsertID = true 2. Create the following schema on your exile database. DROP TABLE IF EXISTS `lockpick`; CREATE TABLE `lockpick` ( `id` int(11) NOT NULL AUTO_INCREMENT, `uid` varchar(32) NOT NULL, `object_owner` varchar(64) NOT NULL, `territory_id` int(11) NOT NULL, `position_x` double NOT NULL, `position_y` double NOT NULL, `position_z` double NOT NULL, `object` varchar(64) NOT NULL, `type` varchar(20) NOT NULL, `object_type` varchar(20) NOT NULL, `datetime` datetime NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB AUTO_INCREMENT=198 DEFAULT CHARSET=latin1;Source:
  8. Hey everyone, thanks for clicking on the post! Sorry if this is a bit overdue, a friend of mine HunterGaming recently told me I should be putting my videos up on Exile's home forums, so I thought why the hell not. Every time I release a new one, ill post it here. If anyone has any suggestions, or wants to give me some feedback, feel free to post at any time! Links to my stuff will be below. From time to time I also may put up something that is just an Arma 3 related video that could either help you better yourself in the game, or just make you laugh! YouTube Twitter Alone:
  9. I was setting up a Chernarus Exile server but now im switching to Tanoa so thought i would share these Traders and Military base. Hope You Like Bash: (No Screenshot) Stary: Klen: (Has The Dragons Teeth & Heli Pads Removed) North West: Traders Wordspace. Add these into your initPlayerLocal.sqf
  10. Dear Community! I am looking for a script, or addon for extended base building. The latest server we played, we could deploy Ama3 objects, ligts, etc..from a Foolbox, just like in extended base mode. we would like to keep that way, without the mod. Anyone knows something about this? or how this ca be done ? Any help would be appreciated! thanks.
  11. Hello, I placed a wooden wall in my base on the extreme outer limit of my territory, but now I can't move, remove, or pack it. I tried relogging, waiting until restart, and hitting it with an ax, but to no avail. Any help would be greatly appreciated.
  12. Dear Community! I am looking for a script, or addon for extended base building. The latest server we played, we could deploy Ama3 objects, ligts, etc..from a Foolbox, just like in extended base mode. we would like to keep that way, without the mod. Anyone knows something about this? or how this ca be done ? Any help would be appreciated! thanks.
  13. [DE] FunFraggerForces

    Mods: @cup_vehicles download @cup_units download @cup_weapons download @extendedbase download @ryanzombies download @cba download @Exile download Download: Forum: Teamspeak:
  14. [EX1L3 - COMPANY]

    Join and have Fun
  15. Hello, After few tests we notice that upgraded wood walls are fully indestructible (100 shots by KUMA Unfortunately Wood floor have no upgrade option and can be easy destroy by few explosions. Any idea how to set allowDamage false; for all building elements on server side?
  16. hey guys can one of you tell me where i can change the destructible en indestructible base settings because i can not find it also when im checking exile_server -> config.bin thats empty greetings Maikel
  17. Hi Guys, got some trouble here.....for some reason nothing of my stuff i put into a supply box or into a safe, stays in it. everything is gone after server restart. Also, persistent vehicles are not staying in place after restart, or to be precise.....not after the first restart. Does somebody have an idea where to look for it? I´m new to exile server setup and i´m sitting here for hours now trying to figure out where the problem seems to be a DB issue but i have no clue how sql works. if someone would have the spare time to show me 2-3 things involved and might be able to talk to me via TS....would be highly aprreciated......english or german no prob thx guys
  18. *** DISCLAIMER *** I'm in no way an experienced Arma/Exile player. But I looked around for a guide before I began my first base and didn't find what I was looking for - so now I try to make it easier for others who start this great mod. My experience So, you've been roaming Exile for a while. You've found some loot and it was all good till you faced death. Everything was gone and back to being an "orange ninja". This happens to all of us more than we like. But when you have your own little base you can gather stuff as a backup for when things like that happen. - imagine that, not having to farm everything all over after a spawn. This was what I wanted more than anything in Exile, so I began to loot everything of "great" value and sell it to get the money for a base flag (5.000). When I had the money I started to look for a good spot to claim for my base. NOTE: don't buy the flag before you know where you'll build as it's an item you carry on you and can loose!!! I had to respawn and get to my body a few times when I took the flag to the location of choice - pesky heli squads! I had set my eye on a hill some distance from nearest spawnpoint. This was mainly to make sure I wouldn't get visitors too often if people would more or less drop on top of me. On the other hand I had to travel a certain distance when I died in order to get to my base. There's a fine line between a base placed at a distance and a base placed in isolation... trust me, I learned that! My base is located just about 15min on foot from the nearest spawn. When I started building I didn't bother to get a car. There was trees all over and all of them in walking distance to my flag, so why even use a car? - question answered: a car can hold vastly more wood than your backpack - ergo fewer trips to travel. The first thing I wanted to build was the base-core so to speak. The main floor with 2x3 floortiles all boxed in for no one to enter... but hey, what was this? I needed a lock for my base. Hmm, I guess I could have figured that out if I had given it any attention. Anyway the lock is also a 5.000 purchase. But anything that can keep people out of my base is worth the price. The lock is also an item you can lose, so get it when you need it and then install it ASAP. I now own a base that suits all my needs - 2 levels of a wooden fortress that can also hold a few cars if needed. What I learned (or knew up front) 1) Don't think about a base flag before you can afford to get the lock too. Ergo you need 10.000+ on your account. 2) Travel with care when you carry your flag/lock to your base location. 3) Just bring the damn car. Buy it, steal it, borrow it - bring it! 4) No, you haven't got enough wood just yet! (I had 600 wood for my base and still had to get more... and my base isn't big). 5) Location, location, location! You wan't it distant but not in the land far-far-away. 6) Make sure you can park a car INSIDE your base. 7) Trader for base flag and lock are only located in the terminal safezone (as default - some servers may have them at others safezones too). 8) Don't put windows in the ground level of your base - because... BANG! 9) Put a roof on your base - because *sound of heli*... BANG! 10) Remember to lock you base! If by any chance you're like me and want your base to look good, then you should know that building a base can take some time. So if you only have an hour then don't start that project right then and there! These are the words from one noob building his first base - maybe others can learn from it. If not, so be it.
  19. It appears when I build a base, each time I reboot parts of the base vanish until it's all gone. No errors in game, but something is deleting these items from MySQL. I recall in Arma 2 DayZ mod there was a day counter, after X days items were deleted. Is this the same in Exile? Any idea where I should start looking?
  20. Base built with a lot of the apex parts in Extended base mod. Player 1 who built the base of course see everything. Player 2 who does not have Apex does not see the parts from Apex and can walk straight through them into the base. Has anyone else encountered this?
  21. I searched for this (I swear we had a conversation on this at one point) but couldn't find it. So apologies if this post get someone's panties in a wad. what is the distance the player's flag/territory stops loot spawning? would it be the radius of the flag? Example: 15m would stop all loot within that 15m radius?
  22. [AoP] Clan Warfare Chernarus

    [US] [Aop] Clan Warfare Server IP: Server Port: 2302 Intro video for the server, gives you some more information: *Bobcat is not purchasable or static. It's a mission reward. It's gone on restart. Hello, we're a gaming community who opened up a new exile server. We're looking for people to join and play with us. Some things about us: Dedicated Server - no lag, high fps. Active admins on the server, we're always online. Our average age is around 28. A comprehensive set of anti-hacks, both paid and our own custom anti hacks to ensure your playing experience is fair and balanced. Server rules: There are no server rules. Other than the standard - no glitching or hacking. Some things on our server: A2 buildings replaced. Increased Loot Spawns. Custom Missions. Capture Points. Advanced Towing. Increased Vehicles Spawns (With helicopters). Custom server and client edits. Unsafe Black market traders. Virtual Garage Base Spawn Locator More added consistently. Server IP: Server Port: 2304 Mods: Cups Vehicles Cups Weapons Cups Units CBA TRYK's Multi-play uniforms Extended Base Mod Cups Terrains Maps Cups Terrains Core Exile
  23. I wonder if anyone can help me. I am trying to implement some custom code into the server by calling to a .sqf in the mission file for UID based spawn locations. I have got this script working: if ((getPlayerUID player) in ["1234567890"]) then { _this = createMarkerLocal ["Player1", [9972.93,12058.3,0]]; _this setMarkerTextLocal "Test"; _this setMarkerTypeLocal "ExileSpawnZone"; _this setMarkerColorLocal "ColorRed"; }; So far, the script adds a marker in the desired location when the player with that UID joins the game and adds an option to spawn there for that player only but as far as the spawning goes, it makes you spawn at the very bottom left corner of the map. I'm thinking that when the marker is set locally, it is then not setting an actual spawn position, therefore you spawn down there. If i remove "Local" from the end of each create and set option, like so: if ((getPlayerUID player) in ["1234567890"]) then { _this = createMarker ["Player1", [9972.93,12058.3,0]]; _this setMarkerText "Test"; _this setMarkerType "ExileSpawnZone"; _this setMarkerColor "ColorRed"; }; it works fine but then the problem is that everyone in the server can see and use this marker. which is not the intended use of it. I need this script to work that only the player with that UID can see and spawn at that location. If i can make it so that the marker is set for everyone but only that desired person can see it, that would be a start but i cannot figure this out. Then i would need it to be hidden in the spawn menu for everyone but that player and i can't do that either. Any help would be appreciated.
  24. [BP] Takistan Exile

    This is a Brand new server that we decided to host since there is only one other Takistan server. normal FPS is 60-120 (dependent on your set up) We have Tanks, Tryk, and CUP mods in the traders. ALong with the normal two Big traders there is a Local trader as well that sells just equipment and guns. We have Missions, ZCP and Roaming Ai. We have nightly player Battles just for fun.. Active admins Come to TS to find out more or if you have any problems. Enjoy
  25. Hi all, First off... LOVE the mod. Thank you!!! So, I've a recurring problem. I land my helicopter on top of my base and it explodes... say 1 time in 12-15. Enough that it's very close to game-breaking for me. It happens on concrete and wood floors with plenty of clearance and gentle landings It happens when the helo is at 100% health It happens irrespective of the direction I face when I land One base is on land, made of wood The other is built on a reef (both in Tonoa) and made of concrete On one base I'm landing above the flag, but it doesnt protrude On the other I am landing well aside from the flag, and it DOES protrude Is there a temp fix for this whilst I hope for a permanent fix from Exile?