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Found 164 results

  1. I've seen a lot of people asking for Chernarus mission files or how to create them so I decided to put some basic ones together for people to use. All I've done is compiled/updated the previous parts of the mission to work with 1.0.2, as they were waaaaaay out of date. Features: Classic spawns (I forget where these came from, possibly the forums here, possibly me. lol) Traders (originally by @speedweasel) Does not include: Cement Mixers. Roulette. Github Link: https://github.com/kuplion/Exile-Chernarus Alternate version (by @speedweasel): Exile Chernarus for 1.0.3 - (CUP) Editable files (Mission.sqm..) How to configure loot: Make sure you're using 1.0.3b server files. Replace your ExileServer/addons/exile_server_config.pbo with the one linked above. Requirements: Arma 3 (Duh!) - Steam Exile (Double Duh!!) - Exilemod.com For the map: CUP Maps - Steam - Armaholic - Cup-arma3.org (For CUP Chernarus, and Chernarus Summer) Chernarus Winter - Steam - Armaholic CUP Core - Steam - Armaholic - Cup-arma3.org Addons: Open Chernarus Project - Steam - Armaholic - (By @DirtySanchez) Please note: These missions are a compilation of publicly released works. I take no credit for these works, unless explicitly stated. All works credited where possible.
  2. Hello, Everyone I've created a Exile Hosting Directory to list all Hosting companies that offer ExileMod and various other features. If you want your hosting company listed contact me direct via pm. Visit: >> HERE <<
  3. **Updated 8/3/2017 - Added cash into Crate 4 (special items crate)** Hi Everyone, First of all, thanks to Defent and Red_Ned for creating the excellent mission system and creating an easy to follow static mission template respectively. Without your efforts to make your code easy to follow, I probably would have given up and not created this. This is a large AI base objects & static DMS mission in the north of Chernarus. Mods used to create this are the CUP core, CUP maps, CUP Terrains, CWA components, Apex and Extended Base Mod. You will need these on the server to be able to show all the components of the mission. If you don't have them on the server, the mission should work but some components in the base will be missing. This mission was created for a militarised, semi-survival server and includes 2 roaming AI vehicles with the possibility of a Gorgon or armed Ifrit/Hunter/Strider among other vehicles. The AI vehicles that can be used by the mission are editable in an array at the top of the mission config so you can set them to whatever you like. Easy difficulty is configured for testing purposes by default and not intended for server deployment as it only has a small number of AI and a lot of loot but you can of course just change it to suit your server. Medium difficulty is intended for small groups of 2-3, difficult for groups of 4 and hardcore as 5+ or just some very persistent smaller groups. 5 loot crates are configured; General items Sniper Rifles Building Supplies Medical supplies Special items (cash, laser designators, rockets & launchers etc.). (Cash included in V1.1) Crates 1 and 3 utilise the DMS lists for general items and building items. Crates 2, 4 and 5 utilise arrays within the mission file and are fully customisable. If you want something to have a higher chance of spawning in these crates, simply put more of that item in the array. You can also adjust the amount of loot in each crate if you want to make one particularly generous or another quite light in the difficulty setup section. Screenshots of the base: SQF files are available here: https://github.com/Riker2335/Chernarus_AI_Base Installation Instructions Copy the ai_base_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 ["AI_Base_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 AI_Base_Objects.sqf into your initserver.sqf file inside your mission file. Repack your mission file and upload to the server Enjoy a new static mission for Chernarus! 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 (I do, hence their inclusion). If you have CUP Weapons, uncomment the "#define USE_CUP_WEAPONS 1" line If you have CUP Vehicles, uncomment the "#define USE_CUP_VEHICLES 1" line I would also highly recommend putting a no build zone in your mission config at the coordinates of the mission (the main coordinates are at the top of the ai_base_chernarus.sqf file, it's the _pos variable) and also marking the zone on your map so players don't log out over there.
  4. Noroute Exile Chernarus

    Features Virtual Garage 15k Start High loot High FPS Safe zones traders RHS,R3F Uniforms,Weapons,Vehicles AI Missions Vehicle Loading (IGILoad) Kart & Bike crafting Custom Spawn Points Attentive staff (polls, ask for additional mods, bugs...) Reboot all 6h How to join ? Follow instructions here : https://exile.noroute.org/d/1-join-the-server
  5. Prestige Gaming Exile

    [UK] Prestige Gaming | New | High Loot | PVP | Chernarus | 20k Poptab | Roaming AI Mods Required: Exile Mod RHS USAF RHS AFRF CBA_A3 CUP Weapons Extended Base Mod Open World Project (Chernarus) CUP Units Cup Vehicles CUP Terrains-Core CUP Terrains-Maps
  6. This is my first time running a map that wasn't some form of island. It didn't occur to me that there are no barriers to restrict players from going "off map" on CUP Core/Terrains version of Chernarus. Was wondering if there's a quick fix or method of limiting players to the textured segment of the map. The idea of bases being setup off map sort of ruins the whole game mod. Thanks in advance for any suggestions. Is it possible to place invisible walls? Or a set square/rectangular radiation zone(s)?
  7. [LTD] Chill Exile Chernarus

    Living The Dream Exile Chernarus is looking for some more players! We are a friendly community who just want to enjoy the game, no bullshit. We are offering starting bonuses too
  8. Irish Survival Server

    Exile game play survival with added ai missions
  9. Hey guys, you probably don't know me, but I've decided to create a new series. I know some of you might be calling us a Frankie clone, but fact is: we're aiming for something entirely different. This is gonna be epic, but ONLY if I get enough support. So please guys, help our dreams become a reality. Edit 1: Fixed Youtube link Edit 2: Changed title from "A new series..." to "A new series...(Trailer)"
  10. It's finally out! Thanks to all those who supported me on this! It will get better and better with time and support
  11. I'm re-posting a DM here that contains some advice on getting ALiVE AI working with Exile. I've been running ALiVE AI on my Exile Chernarus server for the last month and while there are some compromises and drawbacks, the overall player experience eclipses DMS and A3XAI. Hi, I am using the following modules: Alive Required Virtual AI System (Profile) Military AI Skill Military AI commander Military Placement Module Civilian Placement Module Military Logistics I'm also running the Zeus module so I can spectate and debug the AI. I recommend you do this while developing your mission. You can take the Zeus module out before you 'go live.' In order to add loot, respect and poptabs to AI you'll need to add some event handler code to the end of your description.ext file: class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'ai_init.sqf')"; }; }; This code will apply to every 'man' class of object your server spawns. Once you've added this code above, create a new file called ai_init.sqf in the root of your Exile mission folder (right next to description.ext.) Add the following code to the ai_init.sqf file to give the AI, respect, loot and poptabs. It also registers AI deaths and displays the Exile 'killed' message on your screen: private "_this"; _this = _this select 0; if (side _this == east) then { _poptabs = round random 200; _this setVariable ["ExileMoney",_poptabs,true]; _this addMPEventHandler ["MPKilled",'if (isServer) then {_this call DMS_fnc_OnKilled;};']; _this setVariable ["DMS_AI_Side", "Bandit"]; _this setVariable ["DMS_AI_Type", "Soldier"]; _this setVariable [ "DMS_AI_Respect", missionNamespace getVariable [format ["DMS_%1_%2_RepGain","Bandit","Soldier"],0] ]; }; This assumes all your AI are all OPFOR (east). The code above uses functions from the DMS AI mission system which most server admins run. If you don't want DMS missions running on your server you can edit the DMS config file to turn off all missions and loot drops, etc but you still need DMS running on your server to use the above code. As for AI killing each other. I had the same problem for hours and hours. I've tried every permutation of config settings but all of my OPFOR (OPF_F and OPF_G_F) were spawning in as INDEPENDENT groups and shooting each other (you can use Zeus to confirm this. They are dressed as OPF but show up in green groups). Eventually I swapped to CUP units and the problem stopped. Today I'm running three factions on my Chernarus server; CUP_O_RU, CUP_O_ChDKZ & CUP_I_NAPA and everything works perfectly. It turns out that Exile *does* interfere with the way Alive spawns vanilla Arma 3 OPFOR units. It makes them all spawn in as INDEPENDENT groups. I haven't found the code that does this yet but I have run the same Alive mission with and without Exile loaded and it runs perfectly without Exile. I'm continuing to search Exile's code... So, currently you'll need to use CUP Units (or possibly another mod) to get around the problem of Alive units killing each other. Other things you might want to consider: Use ALIVE blacklists to remove all AA groups and units otherwise they will routinely shoot down player helicopters (google alive blacklists, it's pretty easy) If factions are using vehicles, check the 'Ambient Vehicle' setting at the bottom of the Military Placement Module settings Blacklist all of your trader zones using the Blacklist Marker field in your Military and Civilian Placement Modules Alive units will spawn with weapons that have attachments. This lets players dupe attachments like optics, suppressors. Some units also have thermal and launchers. There is no way around this other than creating your own factions using the Alive ORBAT editor. That's a big job. I run a community server and I trust my players so it's no big deal but larger, public servers will have duping problems. Use the minimum filter settings for Objective Size and Objective Priority in your Military and Civilian Placement Modules. If you have unfiltered objectives the AI commander will place units in the tiniest buildings in the middle of nowhere. Good luck with your mission. Let me know how you go. speed.
  12. Hi Exilemod. Chernarus Siver Edition will focus on a single Trader hub rather than a scattered approach. There will be no boat trader and the aircraft traders will be located at the main Trader hub. A contamination zone might be added depending on how busy the map feels. DOWNLOAD HERE
  13. [ECN]Exile Chernarus

    Chernarus was the last place on earth after the wipe out of the ZED's the only people are the remaining survivors, people are still traveling over to get to the Chernarus safe land! Although some did not make it... The **only** way people are able to get out of this hell storm is to fight and survive! This is why it's your job to conquer the land either by yourself or gather friends and fight together! Oh we also did not mention that there will be some friendly people and some not so friendly people! Using your radios you get information of rogue survivors hiding or trying to transport gear across the land, FIND THEM AND KILL THEM! All the best -TFA ## **Features** + 64 Bit Performance + HIGH FPS! + High Spec Dedicated Server + 20k Starting money (Good starting money) + ZCP Capture Points (Customized to the server layout) + DMS AI Missions (Customized and edited to server) + Vector Building + Virtual Garage + Revive + Lone Survivor Virtual Garage Script (Vehicle Trader) + XM8 Apps + Base Painting + Hundreds of enter-able buildings!! + Weed Farming (GOOD MONEY EARNER) + Fully Customized Map (When we say "Customized" we mean **FULLY** customized! :D) + SafeZonePlus Script (NO VEHICLE OR ITEM STEALING FROM TRADER) + Black Market Trader (NO SAFE ZONE) + Building Supply Trader (NO SAFE ZONE) + Base Spawn + Custom Traders (Fine tuned to server game play) + Custom Kill-feed + Customized Mission File For Optimizations + 4 Hour Restart + Day and Night Cycle (3:15 day and 45 Mins Night) + Base Hacking / Safe Hacking (USING LAPTOP) + Towing (All vehicles) + Roof Rappelling + Heli Rappelling + Customization Status Bar + Crate Loading and loading into vehicles + Rearm Service Points + Salvaging Dead Bodies From Exploded Vehicles + Halo Jumping (Possibly survive from being shot down! :D) + Deploy Quad / Deploy Kart (Customized to be packed) + View Distance (Editable) + Announcements for paying territory protection + Customized loot spawns and loot positions for server game play + Journal to tell yourself Stories or use as reminders + Anti Sky base script + Anti Stuck Script + Realistic Suicide (USE A HANDGUN) + Trader Fixes + Active Admins + Custom Spawning UI + Login Rewards + Custom Loading Screen + Hundreds of bug fixes + InfiSTAR Anti Hack + Server worked on every single day! We always like busy Admins ##### **Behind the work** We have spent the last couple of months planning and then working on making one powerful and solid server for everyone to enjoy, the server was scripted and created by **[ECN]Darkzy** he has spent days working and tinkering with the server to make it perfect for players to enjoy without issue! Everything in the server has been fine tuned to suit the environment of the server and how it plays. **Credits: ** [ECN]Darkzy [ECN]Noodle [ECN]Frankie
  14. CHERNARUS TRADERS & SAFE ZONES Welcome, since I have seen people looking around for Traders to add to their maps and servers, I have decided to take on the job and create some for the community. I might add Traders and Safe zones on other maps as well but for now it is only Chernarus. I will not be taking requests by anybody, I do these edits for fun only and think the community deserves to use them as they see fit. ANIMATIONS FOR YOUR TRADERS: These are just some animations I have for traders or any other unit, feel free to share more. CHERNARUS: NWAF TRADER CITY SCREENSHOTS: SCRIPT: Do NOT replace these with your actual files, simply open them and add the corresponding lines. InitServer.sqf (IN SOME CASES YOU MIGHT NEED TO ALSO ADD LINES INTO THE Simple Objects SECTION OF YOUR FILE) (In this case you don't). InitPlayerlocal.sqf (To give a trader a certain animation simply put it in between the "[]" after each trader. eg = ["Exile_Guard_02", [] <------ INSERT ANIMATION HERE) eg2 = ["Exile_Guard_02", ["InBaseMoves_patrolling1"] Mission.sqm (Markers & Zones). (These go all the way down inside your mission.sqm) note: You need to add the number of markers you have on this line: }; class Entities { items=9; <---------- items=11; <----NEW (SINCE YOU ARE ADDING THE TRADER ICON AND THE SAFE ZONE YOU NEED TO ADD 2 MORE MARKERS) class Item0 { CHERNARUS: KLEN TRADER CITY SCREENSHOTS: SCRIPT: Do NOT replace these with your actual files, simply open them and add the corresponding lines. InitServer.sqf (IN SOME CASES YOU MIGHT NEED TO ALSO ADD LINES INTO THE Simple Objects SECTION OF YOUR FILE) (In this case you don't). InitPlayerlocal.sqf (To give a trader a certain animation simply put it in between the "[]" after each trader. eg = ["Exile_Guard_02", [] <------ INSERT ANIMATION HERE) eg2 = ["Exile_Guard_02", ["InBaseMoves_patrolling1"] Mission.sqm (Markers & Zones). (These go all the way down inside your mission.sqm) note: You need to add the number of markers you have on this line: }; class Entities { items=9; <---------- items=11; <----NEW (SINCE YOU ARE ADDING THE TRADER ICON AND THE SAFE ZONE YOU NEED TO ADD 2 MORE MARKERS) class Item0 { Thank you for reading, feel free to share this post anywhere you like, I will be adding more TRADER CITIES in the future to this post, also i will add some to other maps as well.
  15. Lots of people have been asking for these so I though I'd share my Chernarus trader zones. There are 3 zones; a 'supermarket' in Vybor, a construction compound south west of Berezino and a warehouse building on the docks in Elektro. There is also a deactivated supermarket trader in Stary Sobor, I don't use it but you can reactivate it if you like. Zones contain a decent number of props, furnishings, lighting, guards, etc to create a proper trader atmosphere. Anyone can make some traders stand around an empty building but I've gone the extra mile. Enjoy! ***EDIT 22/04/2016*** Updated this post with the latest version. Have re-worked the Elektro trader to give a better atmosphere (and an indoor rifle range!) Have also added Aircraft Trader and Aircraft Customs guys in Krasnostav. New screenshots also. Exile.Chernarus\initServer.sqf Exile.Chernarus\initPlayerLocal.sqf ***EDIT*** 17/05/2016 The missing piece has been my mission.sqm file which includes trader zone markers as well as lighting for the trader zones (you cant see in the dark.)
  16. Hi, I am looking for Chernarus static missions! Other than the ones that are already in the Exile forum hoping there was something else that someone has that I can have? (WILLING TO PAY A SMALL CONTRIBUTION, OR GIVE CREDIT IN MY SERVER) regards Tom
  17. I discovered yesterday that the default vehicle spawn script has a couple of bugs in it. It's not too much of a problem with island maps, but on maps with land in the debug area, it's a bit of a nightmare; vehicles end up spawning outside of the map, needlessly eating performance and just generally looking extremely messy So, I fixed it up. Replace your ExileServer_world_spawnVehicles.sqf with the following code. /** * ExileServer_world_spawnVehicles * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. * * Fixed by Michael Cullen, no rights reserved. */ private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker"]; _mapsizeX = worldSize; _mapsizeY = worldSize; _gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize"); _gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount"); format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log; _gridHalf = _gridSize / 2; _vehicleCount = 0; _debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1); _vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground"); _maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage"); _damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance"); for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do { for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do { _position = [_xSize,_ySize]; _spawned = 0; _spawnedPositions = []; while {_spawned < _gridVehicles} do { _positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos; if(count _positionReal isEqualTo 3)exitWith{}; _spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]]; _spawnedPositions pushBack _spawnControl; _positionReal pushBack 0; _vehicleClassName = selectRandom _vehicleClassNames; _vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle; _hitpointsData = getAllHitPointsDamage _vehicle; if !(_hitpointsData isEqualTo []) then { _hitpoints = _hitpointsData select 0; { if ((random 100) < _damageChance) then { _vehicle setHitPointDamage [_x, random _maximumDamage]; }; } forEach _hitpoints; }; if (_debugMarkers) then { _debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal]; _debugMarker setMarkerColor "ColorOrange"; _debugMarker setMarkerType "mil_dot_noShadow"; }; _spawned = _spawned + 1; _vehicleCount = _vehicleCount + 1; }; }; }; format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log; true
  18. Phantom Gaming Chernarus

    This is a non-Profit Exile server which will be here for a while. We have active and friendly staff who also enjoy playing exile as well as helping out players with problems they could have. Its 24hr, with very little down time for maintenance. Visit the website or join the teamspeak if you want anything adding or have any questions
  19. Olympus Hardcore Exile

    Olympus Hardcore Exile is Hardcore oriented Exile server that aims to bring back some of the original DayZ experience with the addition of Exile features. Features: Chernarus (Survive in the classic DayZ map) Open Chernarus Project (Most buildings on the map are enter-able with loot spawns!) First Person Only (No more pesky corner peekers) Missions (Standard DMS configuration with custom missions in the future!) Zombies (Towns loaded with zombies & harassing zombies all over the map) No Heavily Armored Vehicles & Attack Helicopters CUP Weapons, Vehicles and Gear No Lock-On Launchers (Skill Required) Thermal Disabled APEX Weapons and Vehicles available.
  20. KITRGaming.com Exile Chernarus

    Exile Chernarus, wut? FAQ I don't have any money to start with? What gives? We already let you start with a pistol, what do you want? Why cant I find any good loot? Do you think you should spawn with a pile of SPMGs at your feet? Go look. Where are the good loot spawns? Why do you want me to play the game for you? Why can't I buy x item? You're in exile on a prison island where people buy and sell things with pop tabs. Go find one. Mods/Scripts/Features: Exile! Hived! Completely custom trader zones! Zambies! Admins who give a shit! AI patrols - friendly and hostile! Extended Base Mod! Base Painting! Vector Building! Enigma Revive! Fixed attachment sorting at traders! Chop wood to your vehicle! Custom territory flags! Respect based spawn loadout! Virtual Garage! Safe hacking - with EBM containers hackable as well! Halo Jump! Load crates to vehicle and sell from crates at Waste Dump! Towing and Lifting! Enhanced Movement! (Optional)Enhanced Soundscape! (Optional)JSRS! (Optional)DynaSounds 2! Probably more shit I forgot to write! Probably more shit to come!
  21. i cant get loot to spawn on Chernarus by default or these settings. help needed
  22. CoolStone DK

    We are a small danish community, that host our own servers. They are located in Denmark, and has a very stable connection. Feel free to join our servers
  23. We are trying to set up a Chernarus server. Got everything working but are missing a boat dealer. Does anyone know and being willing to share how to set up a boat trader either in solnichniy, Balota or both places Theese are our files in mission.pbo initPlayerLocal.sqf: https://pastebin.com/ZD6cyxNS initServer.sqf: https://pastebin.com/nxPR9HfR mission.sqm: https://pastebin.com/P49dXAUE What do I add to theese files, to get a working boat trader? Thx in advance
  24. Hi. We have spend the last two days, trying to get a Chernarus server running. We have followed this instruction But no loot is spawning at all.... We have CUP terrain installed Can anybody tell us, what we are doing wrong?? This is our server config.cpp: https://pastebin.com/X1aF8wfW And the picture shows the server pbo. Thx in advance ;-)