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Found 312 results

  1. Hello guys, i was wondering if there was anyway to add say 10000 pop tabs to every crate in the missions? seen a few posts on here about what to do but cant seem to get it working, thanks.
  2. Here you will find instructions of installment of DMS as well as updates and general discussion of it. Changelog can be found here: ============================================================ 1. REQUIREMENTS: DMS requires only Exile. It cannot run on anything other than Exile either. 2. FEATURES: DMS comes highly customizable. We allow you to modify anything! 10+ pre-made missions. AI spawning via groups or singular AI calling. Not a single scripting thread run. Unscheduled clean up for better performance. AI Patrol settings (WIP) Dynamic missions Static missions And much more! 3. HOW DO I MODIFY x?: 3.1 AI spawn amount: To set the amount of ai spawning open the mission file you want to modify and change the following line: _AICount = 6 + (round (random 2)); This will spawn 6 AI's and between 1 and 2 more selected randomly for added dynamic. 3.2 Change AI difficulty: Open the mission file you want to edit the following line: _difficulty = "difficult"; Accepted difficulties are: easy, moderate, difficult and hardcore. 3.3 How do I change any and most settings? Open the config.sqf file and modify everything to your wish. 4. DOWNLOAD: To download DMS go here: You can simply download the a3_dms folder and pack that yourself using any pbo packer application. 5. INSTALLATION: Installation is as simple as it gets. Modify the config.sqf to your liking or just keep it stock, I'm not your mother. Pack it to a pbo using any application of your liking. The prefixes should not be touched. Open @ExileServer\addons\ and place it in here. That is, place a3_dms.pbo inside the addons folder of @ExileServer 6. THANKS TO: eraser1 for remaking my code and adding much more! WAI for being the basis of our system. and anyone who helped us making DMS and our contributors on DMS: Special thanks also to the people who tested our system for bugs and to the Exile devs who checked our code for bugs. 6. LEGAL This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included. DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Based on a work at Full legal documentation found at: 8. BONUS second_coming created a script that uses DMS ai. It allows for town invasions, roaming ai and ais to occupy towns. Check it out here:
  3. So I installed DMS and this happnd... 15:45:49 Mission file: Exile (__cur_mp) 15:45:49 Mission world: Altis 15:45:49 Mission directory: mpmissions\__cur_mp.Altis\ and... 15:45:49 Warning Message: Script \x\addons\dms\missions\static_init.sqf not found 15:45:49 Warning Message: Script \x\addons\dms\missions\mission_init.sqf not found but... As shown in the screen shot they were there when I turned it onto the pbo file. (This is my second day with the server)
  4. UPDATE EDIT: Seeing as Occupation hasn't been updated in a long while, I've compiled a few of the fixes found in this thread and added a few modifications of my own to bring it up to date. The fixes are: Fixed OccupyVehicles spawning out of control Fixed OccupySea spawning out of control Tidied up the config Corrected a few typos Corrected a few variable names The modifications are: Static Heli Crashes postions Heli Crash guards Survivor and Bandit vehicles are now separate Added Random Spawn AI Custom Loadout Enable/disable naming the Random AI targeted player Enable/disable Loot Crate and Heli Crash guards Fixed Loot Crates and Heli Crashes spawning on the edge of Chernarus map Ignore AI count for Static spawns Ignore nearby players for Static spawns Version number updated to reflect changes Download link: Exile Occupation v69 Please note, I take no credit as the author of this addon, I have simply added fixes found within this thread, along with my own modifications. - @kuplion Original Post WTF is this? A roaming AI spawner and monitor to be used in conjunction with DMS and will not work without it: It has been expanded since initial release to include several sections: AI spawning in towns and villages across the map (can be turned on/off in the config.sqf) The ability to have survivor AI and bandit AI in towns and villages who will fight each other (survivor AI are friendly to players) AI spawning around military buildings (can be turned on/off in the config.sqf) Roaming land vehicles (can be turned on/off in the config.sqf) Roaming air vehicles (can be turned on/off in the config.sqf) Random spawning loot crates with AI guards (can be turned on/off in the config.sqf) Dayz style helicrashes (can be turned on/off in the config.sqf) A public bus service (or helicopter) which travels between trader zones and will stop to pickup players If you use a helicopter and experience problems with the heli crashing into objects at your traders you can place helipads and it will use those as the landing areas. FastNights, the ability to speed up ingame time during dark times to reduce the amount of night per server cycle. Traders, the ability to have dynamic spawning traders (with or without safezones) Process monitoring to help with optimising your server setup The ability to have custom log files (if you use infiSTAR) Random spawning AI that hunt players added in V58 (work in progress) AI spawns in randomly selected villages, towns and cities to a maximum amount set in the config (found in config.sqf). The maximum amount also counts the amount of AI spawned from other DMS controlled AI and will also not spawn if the server FPS falls below a limit set in config.sqf To specify which land vehicles and air vehicles you want to use edit the 2 arrays: VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; To allow players to capture AI vehicles you need to be running the latest version of DMS: If you want to stop AI vehicles exploding once the AI have been killed, in the config.sqf in DMS look for: DMS_AI_destroyVehicleChance = 0; Set it to that and players can capture them How AI scaling works: For every player on the server over 10 players it reduces the maximum amount of AI allowed so that as more players connect fewer roaming AI are spawned to stop the server grinding to a halt. That way on quieter servers you get more AI and on busy servers you get less. How the spawning works: The script will detect where your spawn points and trader zones are based on map markers and where player bases are and won't spawn AI within 500m of any of them. The monitor runs every 5 minutes as part of the Exile threading system and will not spawn additional AI in a location if they already exist. KNOWN ISSUES: PLEASE ENSURE IF YOU DOWNLOAD FROM GITHUB THAT THE FOLDER YOU MAKE INTO A PBO IS CALLED 'a3_exile_occupation' ANY OTHER NAME AND IT WILL NOT WORK. Where to get Occupation from: Source: If you use the github source to create the pbo, ensure that the folder name is a3_exile_occupation (not a3_exile_occupation-development) Pre packaged pbo: To install place the pbo into the @ExileServer/addons folder I'M HAVING PROBLEMS !!11!!!! If you are having issues with parts of Occupation not working try the following: Use the latest version of DMS Use the latest version of Occupation Try both using the default settings (ie. don't change the config to rule out any typos you may be introducing) If that works then you have typos in your config files (for DMS or Occupation). If that doesn't work then post a full server RPT to pastebin and put the link here.
  5. My server isn't starting up correctly and I'm not able to join after I installed a few mods. My rpt says I'm having a problem with DMS and after looking at the problem file it says it has something to do with infistar. I'm a total noob so any help would be greatly appreciated. RPT:
  6. It's come up a lot as I've discussed my server with others. I'm using as my host, and they have a server control panel that is pretty nice, but it didn't have any way for me to automate restarting the server without using battleye, which I detest. So, I wrote a simple little script. One quirk here is that I use Defent's Mission System on my server, so I'm co-opting his mission announcement function to pop up warnings about the server restart. Now, MarkMods' control panel monitors the server executable, and if it crashes or shuts down without the shutdown having been initiated by the control panel, it will restart the server automatically. If your host doesn't have that functionality, or you're self-hosting, feel free to co-opt this batch file I use for my local dev machine: Obviously substituting your server start parameters in there for mine.
  7. This was released as a BETA (looks complete now so turned from beta to release) and therefore may contain bugs/errors/typos but I decided to finally put it out there for people to play with and hopefully either help me test and fix it (if it is still broken). The version 1.0 and noheli versions were originally tested and worked - thanks to help from @jmayr2000 but the heli version did not spawn a heli although the rest worked. Download from: Mapping files and all versions and help files included in the github download. ******************************************************* For Tanoa only. Running on DMS System Thanks to @aussie battler for heli reinforcement fix ******************************************************* georgetown_v1.0 is hardcore only with no AI vehicles. georgetown_noheli is multi difficulties with chance of persistent vehicle and ground AI patrols. georgetown is multi difficulties with chance of persistent vehicle with ground AI patrols and AI heli. ******************************************************* Features 1. Road blocks spawn on mission start and get cleared up after. 2. Mission available in 4 difficulties. 3. Full control of reinforcement settings. v2.1 code. 4. Randomised loot. 5. Separate ground AI to building top sniper AI. 6. AI vehicle patrol will reinforce to different locations in the town. 7. Ground AI reinforce but snipers don't. 8. % chance of permanent heli prize. 9. Added random amounts of poptabs to crates for prize. 10. Heli reinforcements with gunship ******************************************************* All install instructions : Static/Georgetown_Invasion_DMS_Static/Install.txt Just change the name of the version you want to use to georgetown.sqf and follow the instructions. More details of how it works will be included as I get through it all as it is the most complex mission I ever wrote for static DMS missions. Please let me know any bugs/issues as this is released under the terms that I am not responsible if your server bugs out and you should backup all files before testing it out. If you do know how to fix my heli code (if it is still broken) then please post so I can update files. cheers
  8. **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: 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.
  9. I recall a long time ago, having a convoy mission. You'd have 2 or 3 vehicles (customizable, which vehicle, how many, armed, not armed, etc) driving around the map (similar to the roaming patrols) but they carried A LOT of loot in the vehicles, and about 3, 4 or 5 ai in each vehicle, the idea was to intercept this convoy, take out the ai, and you'd get the loot and vehicles. However, I can't remember whether it was occupation, DMS, or some other type of ai/mission system. Does anyone recall, or does anyone know of such a mission?
  10. I've spent about 12 hours of work over the last few days trying to figure out why my server will not spawn AI or vehicles consistently. I'm using Host Havoc and have managed to get the basics up and running such as exile, infiniSTAR, and DMS (only know because I have missions that spawn and such). I've got things set up in these slots Server Mods(@ExileServer;@a3_infiniSTAR_Exile;@a3_exile_occupation) and Mods(@Exile;@a3_dms). I've seen how helpful the community here seems to be and was hoping that someone could see where I've fucked up. I will get the codes in here for my a3_exile_occupation.config and dms.config What I really want to know is how can I set the roaming AI really high, what is the difference between the dynamic and static missions, and what on earth is wrong with the code (which I will post immediately under this one)
  11. Built on DMS_Version: September 7, 2017 - Bandit Mission Pack V 3.5 I started just making one new mission.... I ended up recoding them all! Basically better formatted, smaller and better thought out code which gives you more control over more variations, and what's more I tried (probably not very well) to explain it all so you can make your own. I DONT claim to be an expert, I just keep trying until it works and I understand a bit more which is why I changed so much of the code. Thanks to @CEN for testing since my client is really buggered, @Defent and @eraser1 for DMS, @second_coming for Occupation (and I borrowed some code which was better than mine - listed in How To document) and to @BlackheartsGaming for helping with adding cash into vehicles. Updated 1 November 2017 > V3.5 - Release Added a few new missions, tweaked some old ones and cleaned up a bit. Not fully tested for a long period yet but no errors so far. Updated instructions too Updated 10 March 2017 > V3.1 - Release Added new nedcashbandits_mission with %vehicle and cash prize (not 100% tested due to no test server) Updated 16 July 2016 > V 3.0 - Release 1. Changed the random call from _difficulty = _PossibleDifficulty call BIS_fnc_selectRandom; to _difficulty = selectRandom _PossibleDifficulty; 2. Changed difficulty match from if (_difficulty isEqualTo "easy") then { to switch (_difficulty) do { case "easy": { *** #1 and #2 is to match the way DMS has released some of the missions from this pack and to make updates easier in the future *** 3. Consolidated start messages into 1 line as I saw how eraser1 had changed scripts for including into DMS and realised I missed a trick as this reduces the amount of lines in the script. 4. Consolidated some of the item content choices as I had listed the same lines in all outcomes but really just needed to list once to reduce size of script (again thanks eraser1). 5. Adjusted some spacing, line breaks and tabs as it reduces the overall size and was not really needed. 6. Changed terrorists to bandits to keep in the Bandit Missions theme, and corrected some English grammar. 7. Added % chance of persistent vehicle to more missions so it can be adjusted by user. 8. Changed CoinToss possibilities a % number. 9. Removed several mistakes in brackets - I don't know how I missed them or why it worked anyway but I fixed them. 10. Balanced some AI and loot as they were a little under or over what you would expect from the missions. 11. Added a graded %chance for persistent vehicles on some missions - check the spreadsheet for details. 12. ***NEW MISSION*** - nedcashbandits mission with cash prize and possible permanent vehicle chosen from list of potential vehicle types ******************************************************* A list of what missions contain or how they vary available here: Download includes instructions on installation, instructions on how I attempted to code it (so everyone else can have a go), and of course, the files themselves: all my scripts/missions are on GiThub available at: and have removed direct downloads Its not overly complicated to install but you need to follow instructions (as long as I documented them correctly) Update V3.0 > notes below but now you get 32 missions giving 128 difficulty variations and more random loot and also a choice of vehicles which are randomly chosen for permanent vehicles plus chances of persistent and non persistent vehicles. I have updated the instructions and added in a change log and also a description of how the vehicle choice/persistence is done inside the how it works file. Please give constructive feedback (and detailed bug reports) as this was a lot bigger job than I expected but decided to finish it completely with every mission I had. ******************************************************* Installing. 1. Copy contents of this folder>/missions/bandit/ into a3_dms.pbo /missions/bandit/ , you can remove old missions. 2. Copy contents of this folder>/objects/ into a3_dms.pbo /objects/ , you do not have to replace any already in there (files dont go in the static folder) 3. Extract main config.sqf 4. Find DMS_BanditMissionTypes = 5. Replace current list of missions between [] or add in the new ones, this is mine as i balanced the new missions the same as their stock mission using 3 as normal mission priority (you dont really need the old versions of any of the Bandit missions as they are all replaced in this file). DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["bandits",3], ["bauhaus",3], ["beertransport",3], ["behindenemylines",3], ["blackhawkdown",3], ["cardealer",3], ["construction",3], ["donthasslethehoff",3], ["foodtransport",3], ["guntransport",3], ["humanitarian",3], ["lost_battalion",3], ["medical",3], ["mercbase",2], ["mercenaries",3], ["nedbandit1_mission",3], ["nedbuilding1_mission",3], ["nedcar_mission",4], ["nedcashbandits_mission",3], ["neddrinkstransport_mission",4], ["nedguns1_mission",3], ["nedhatchback_mission",3], ["nedhuey_mission",2], ["nedhunter_mission",2], ["nedifrit_mission",2], ["nedlittlebird_mission",2], ["nedmedical1_mission",3], ["nedoffroad_mission",3], ["nedresearch_mission",3], ["nedsnipercamp_mission",3], ["nedstrider_mission",2], ["nedbtrader_mission",2], ["nedural_mission",3], ["roguenavyseals",3], ["thieves",3], ["walmart",3] ]; 6. Repack config.sqf and folders into PBO 7. Put a3_dms.pbo back into /@ExileServer/addons/ on server and start. No BE or InfiSTAR additions apart from what you installed to run DMS. this will not run without DMS. Configuration advice in the "How it works" file in zip. If you want to help share more missions then drop me a line. enjoy As I agreed to have content included in the bas DMS files on GitHub the following now is in effect. License Overview: This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included. DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  12. Started dumping snippets of code and explanations of things I have come across: I will add more over time or as people donate things to the store. cheers
  13. Wacky Warriors Dayz/Exile

    We are a new server on the lovely map of chernarus redux , We have many features already implemented and are looking to add more in the near future , Please come along and spend a few relaxed hours getting chased by zombies around the streets of cherno . Join us via A3L by clicking the RED button in the top right . We are trying to make the server a hard yet rewarding experience that hopefully players will enjoy . We have active admins and are always open to ideas and suggestions that will improve everyone experience of these greats mods .
  14. I was wondering if it is possible to hide the mission marker, circle, AI count and text for a specific DMS mission. The goal is to make it so that the mission could only be found by players stumbling onto it, but the quest would still complete as normal once the players eliminated the AI. But I only want to do this with specific missions and not globally, so I need to do it with code in the actual mission sqf (e.g beertransport.sqf). Any help would be greatly appreciated. Thanks!
  15. I added a section within my Exile Server Owner Guide for creating your own DMS static AI mission. You will need the sample mission files as well. Sample_Mission Sample_Objects *Please read the guide before changing anything. I explain everthing you need to do.*
  16. [Online] *Armax Exile Napf PvP*

    _______________________________________________________________________________________________________________________________________________________________________ Welcome to Armax Exile Napf PvP! Visit our Web Page: Join our Steam Group: Join our Discord: _________________________________________________________________________________________________________________________________________ Welcome, dear player! Want to tell you some words about our server! Armax provides realistic style of hardcore, military simulation and survival gameplay. It has much interesting stuff, friendly community and always active admins! We are working hard on our server, every time upgrading it and fixing all appearing bugs! We always listen to our players about possible server improvements and make their dreams come true! Join our server right now and get an unforgettable experience of playing on it! DarkViper, Server Owner/Head Admin _________________________________________________________________________________________________________________________________________ Our server is using the following mods: *Exile Mod* *CBA_A3* *CUP Terrains – Core* *CUP Terrains – Maps* *Napf Island A3* *CUP Vehicles* *CUP Weapons* *CUP Units* *Enhanced Movement* *Extended_Base_Mod* _________________________________________________________________________________________________________________________________________ We have a lot of features on our server: *We often hold a lot of different events on the server!* *We constantly improve our server!* *Server has its own economy!* *Custom-made map, secret locations, military zones in each spawn zone!* *Tanks, APCs, Combat Helicopters, Planes!* *Rocket launchers available at armory trader!* *New awesome custom trader zones!* *A lot of weapons by CUP available at trader!* *Mission systems like DMS, ZCP, Roaming AI!* *+ 10 Custom-Made Dynamic missions!* *Pay due notifications!* *Mobile XM8 Support to receive notifications about base raid!* *Enigma Revive System! You can revive you team mates using Defibrillator!* *Anti-Theft System! Noone can steal your vehicle in the Trader Zone!* *Dynamic Weather! It’s changed randomly by the server, making the game more atmospheric!* *Vehicle claiming! You can claim ownership of any non-persistent vehicle, using a Сode Lock!* *Vector Building! You can rotate your base objects in any direction!* *Service Points! You can Repair/Rearm your vehicle!* *Base Respawn! You can Respawn in your own territory every 5 minutes!* *A lot of apps for XM8 like *StatsBar*, *BRAmaRecipes*, *CHVD* and more!* *Sling Loading, Rope Towing, Helicopter Rappeling and Urban Rappeling!* *R3F System. You can load a crate into a vehicle and sell it on the Trader Zone!* *Kill Messages System! Shows information about kills on the screen!* *And much more!* _________________________________________________________________________________________________________________________________________ Our server has the following rules: General Rules: Ignorance of the server rules does not absolve you from liability! A player breaking the rules is not an excuse for you to break the rules! Accusing someone for breaking any of the server rules, always needs to be backed up by video or screenshot proof! Severity of the punishment for breaking server rules is decided by the Head Admin! False accusations towards players or admins will result in a permanent ban! Never tell an admin what to do, we make decisions ourselves! Impersonating admins will result in a permanent ban! Admin decisions are final! No Hacking, Scripting, Glitching, you will be permanently banned! No Exploiting, Duping, Grieving, you also will be permanently banned! No Racism, Nationalism, Sexual comments, Health threats or Life insults! No Combat Logging! No Bug using! Trader Zone Rules: No Shooting, Blowing, or making any loud noise! No stealing any stuff that is not yours! No ramming vehicles! No vehicles inside the trader and near the traders! No destruction of trader objects! No destruction of vehicles! No blocking players or using any way of trolling! No leaving a crate within a trader zone! No PvP within 750 meters of the Trader Zone! No camping! Side-Chat Rules: No racist, vulgar, and mental/physical based comments! No offensive or humiltaing comments! No disputing! No voice in Side-Chat! Building Rules: A base, breaking any of these rules, will be deleted! No building in millitary zones! No building in cities/towns/villages! No building on any roads! You can use single buildings such as houses/barns/sheds! No placing a base flag into any object! No sky-base building! No flying bases! No building within 1500 meters of a trader zone! No building within 1250 meters of a spawn-zone! No building within 1000 meters of a contaminated zone! No building within 750 meters of a cement mixer! No building within 500 meters of a boat trader! Compensation Rules: No compensation without screenshot or video proof! Compensation is only possible if you lost your stuff due to Arma 3 or Server Bug! No compensation in other cases! Conclusion: Respect Admins and players! Be friendly and try to talk to other players now and then! Play fair! Send suggestions to Head Admin about possible server improvements! Report to Head Admin if you have found a bug! Always ask your question in-game or in discord if you have one! Contact Head Admin to get free group channel on discord! _________________________________________________________________________________________________________________________________________ How to join our server? The best and easiest way to connect to our server and start playing is using A3Launcher! It will automatically download all required mods! 1. Download A3Launcher from here: *A3Launcher* 2. Make the installation! 3. Open A3Launcher, type “Armax” in server searching line! 4. Click ► and A3Launcher will download all server’s mods! _______________________________________________________________________________________________________________________________________________________________________ *Join our server right now and test all our features yourself!* Enjoy playing!
  17. [FPS] ExileZ Tanoa

    ## ExileZ on Tanoa!! If you're looking for a well run, fun, and fair Tanoa server, check out FriendlyPlayerShooting. We've been hosting Arma servers for nearly 5 years, starting waaaaay back with Arma2: DayZ Mod, then DayZ SA, and most recently Arma3 ExileMod. We're an easy going bunch of guys who admin fair and take a bullet well. ## FEATURES: Tough Zombies (You have been warned!) Zombies and AI attack each other Roaming AI / AI Vehicles Multiple Missions PVP Capture Points Guarded Crash Sites With Loot Guarded Random Loot Crates 10K Starting Poptabs Spawnzone Cooldowns (15 minutes) Base respawn (15 minute cooldown) Sell crates at WasteDump Trader Custom Kill Feed (shows Weapon, Scope, and a rough location - Great for PVP!) Attach Chemlights to your body (Great for when you don't have NVG!) Claim Vehicles with a Code Lock (Anything that's not already owned!) Custom Randomised Spawn Uniform Loadout (Never spawn with the same clothes or navaagain. Randomised each spawn!!) Radiation Zone replaced with Infected Zone, with hardcore zombies and top tier loot (No gasmasks needed, just balls of steel!!) Ship Wrecks spawn randomly each restart with up to 50000 Poptabs (and other loot). Grab a boat/sub and go do some plundering!! Building Height Restrictions (30m) NO MORE COCK TOWERS!! Territory Payment Due Date notifications so you never miss a payment Accelerated Night Time so you get several days/nights per server restart Bridge to Infected Island (NW Island) ## FIXES: Fixes for weapon attachment duping (No more infinite scopes!!!) Vehicle Protection (from Arma bugs on server restart) Several custom scripts to fix Arma/Exile issues like wonky/exploding crates and vehicles Fixed Weapon Attachment Compatibility ## QUALITY OF LIFE IMPROVEMENTS: Increased Toast time so you can actually read them Customisable Stats Bar (and XM8 config app) Custom View Distance (via XM8 app) Streaming / Recording Toggle - Hides GUI (via XM8 app) ## SERVER PING AND RESTART TIMES: Three hour restarts = 12, 3, 6, 9, 12.. GMT Server locks 15 minutes before each restart to prevent data loss The ping limit is 250
  18. Below is a list of community made missions for adding into the already great DMS - Defent's Mission System! If you have created and would like to share, send me a PM with the link of the details (below is a sample template) and I will update it accordingly. Install instructions - Supplied by @red_ned *NOTE - Where you see [filename] - This is a place holder for the file names you have downloaded, please amend this and not add Filename to your code. 1. Copy [filename].sqf into a3_dms.pbo missions/static2. Copy [filename]buildings.sqf into a3_dms.pbo objects/static3. Extract map_configs/altis_config.sqf4. Find DMS_StaticMissionTypes append [["saltflats",1],["slums",1]]; Change to (or add extra) DMS_StaticMissionTypes append [["saltflats",1],["slums",1],["[filename]",1]];5. Find DMS_BasesToImportOnServerStart append ["saltflatsbase","slums_objects"]; Change to (or add extra) DMS_StaticMissionTypes append ["saltflatsbase","slums_objects","[filename]_buildings"];6. Repack altis_config.sqf into PBO7. Put a3_dms.pbo into /@ExileServer/addons/ on server and start. ---------------------------------------------------------------------------------- Mission Name - Creator - Map - Original Forum Post - Preview Images -
  19. Unofficial Captain Jacks Exile

    This is a friendly server created by a member of Captain Jacks Discord community, anyone is welcome as long as they can be vaguely civil. THIS SERVER IS NOT RUN BY JACK If you have any problems @spesago in the discord and i will try to help. I have made a VERY basic page to help people get on the server and see the status of addons on the server. here: We are going to be moving over to 1.0.4 Altis from 1.0.3 Tanoa on Sunday
  20. [DoGB]|UK| //|Exile Esseker

    [DoGB] Are a Friendly Clan , Active Admins At all Time , Any problems there is always a DoGB Member online If not feel free to Add Admins on steam Will list below names, we regualy update server and apps and add more features. we stride to get as much as possible to be going on at one time but also keeping a stable 45-60FPS At all Time , 20k start, We have many scripts running I.e Exad Deploy Quad, Random Bombing Towns (AceMeTNT), Enigma Revive , xm8 compass App Etc. So Feel Free To Join And Start Having fun! Updated to 1.0.4 Pineapple You Can also join The Teamspeak Server Listed Above And come and meet the clan! Admins [DoGB] Faron602 - [DoGB] Smithyy - IWG Andy - To be Added
  21. Ok, I am using Exile, and the Following DMS Exile Occupation Ryans Zombies and Demons I am currently trying to make it so the Zombies attack the other AI. Ive looked around, and I might be blind, but can't seem to find anything to do that. IS there a way to do it with these Mods? Thanks you for your time Andrew
  22. Here for everyone who go the same Problem with the doors in DMS missions. I may happen, that they wont open. Pretty easy fix: in the DMS folder find the folder "scripts" and open: fn_ImportFromM3E change in line 54 from _obj enableSimulationGlobal false; to _obj enableSimulationGlobal true; Thanks to Dean Winchester who told me about that fix
  23. MilSim Exile Borders Chernarus

    Thanks, please read server information: **Server was recently wiped! 15.02.2018 **Server IP:** **Server Name in game:** *[ MilSim ]* ExileBorders Chernarus PvP|Missions|Tanks|Tow|Revive|Rearm|Raid|ZCP|DMS|Realism by Nerexis **Website:** **Map:** Chernarus Redux **Required mods:** (all are on Steam Workshop) **How to connect:** recommended to use A3Launcher **Exile Borders Mod:** This server is using unique mod created by server owner. It changes gameplay and adds territory capture system. Players claim territory (1x1 km square on map), by placing flag or capturing enemy flag (Capture flag action on flag). For territories you get money every 15 minutes, even if you are offline! **Description:** This server is aimed to provide realistic style of gameplay, with RPG additions to it. We focus on both infantry and vehicle based combat + balanced economy. Thanks to server economy, we will be able to provide situation, where you will be able to engage in PVP activities – conquer enemy base, fight for resources/missions etc. To increase default Exile realism, server will use 3rd party scripts, and self developed modifications. For example, I have currently implemented realistic ‘fall down’ behavior after unit is hit with bullet. **Server features:** * Missions: Dynamic (DMS) and Capture Points (ZCP) Missions * MANY custom missions by server devs, unique for this server! * Unique mod Exile Borders, created by server owner * Active server-unique script development since 1 year! * Destroyable base buildings by 'normal' ammo instead 'Breaching Charges' * Stable - online since at least half of year+ * Improved tactical AI - they flank, suppress etc. * Military vehicles, with balanced prices adjusted to real world price (in proportions) and rearming cost * Realistic AI fall down after being hit * Extended Base building * Revive using defibrillator (available in shop) * Active development and admins * Towing of vehicles by rope * Loading crates on vehicles * Selling crates at traders * Status Bar * Rearming and refueling at fuel stations usin * In game PVP Ranking * Roaming AI (more players online = less ai) * Revive time is set to full brain death time (after heart failure) * HighEnd sniper rifles aren't available in shops * HighEnd sniper rifles only available from missions/npcs/military * Limited silencers for weapons * Launchers and rockets available from spec ops shop (both AT, AA, semi-high cost, as in real world) * No virtual garage * Flag stealing enabled * Faster charges planting * In game notifications by E-Mail * Game Panel for players * Balance * Building height limit * Base respawn * Pay due notifications * Kill messages * XM8 apps * View distance settings * Adjustable terrain grids * Faster nights * Server restart every 3 hours, with notification * Many fixed bugs, we fix bugs very fast * Anti-theft safe zone * infiStar antihack
  24. This is a guide geared for all server owners new and semi experienced. There is material dedicated just for hosting servers as well as more advance material for all server owners. There is also a detailed explanation of the infiSTAR AntiHack and Admin Tools installation. I made this guide to hopefully decrease the amount of "I'm Stuck" post on the forums. If you think I should change or add something let me know. There will be additions in the future. The instructions on installing infiSTAR AntiHack and AdminTools starts on page 17 of the guide. Server Owner Guide v2.0 READ THE GUIDE BEFORE CONTACTING ME. If you need help with something, I will provide assistance. However, don't contact me with a question that I covered in my guide. Also, set up a Altis server before you try to tackle a map like Chenarus. Note: The links that send you to pages inside of the guide itself don't work unless you download the guide. Future Updates: Customizing Exile Settings Chenarus Redux Setup CHANGE LOG:
  25. Hello there, I hope everyone's going good on this sunny day ! My name is Missa and I am a beginner Arma 3 scriptwriter. With a good friend of mine, we're building up a mod compilation with exile mod as a base just because we like programming and two or three friends are interested by an Exile PVE mod. My friend is more specialized with server functionality (auto restart - server loads - our own launcher) and I am more concerned about the mod and gameplay itself. Here is my problem : Recently, I've started modifying A3 DMS mission file in order to include custom self-made scenarios in order to help AI with more covers (like camps, real construction site, etc...). Speaking of AI, I've implemented the simple VCOMAI scripts into my mission files (if it can help to resolve my following question). Additional infos : I am developing and testing it on a Windows 10 environment, but our main dedicated server is running on a linux debian 8.9. - Strange behaviour : When I am testing my mission dynamically generated with A3 DMS on my test computer (the one running with window 10), the AI spawn properly and everything works fine. BUT When I am putting these files into production mode (on our Linux server), AI spawn are bugged. Let me explain myself : The AI is supposed to spawn at the center of the dynamic mission, they does indeed spawn, but they can not move, like if they were glitched into an invisible vehicle or so. They can still turn on themself, see you and even fire. Here is my question : Does anyone knows a fix or have any clues on what is going on ? I supposed at first that the AI may spawn a bit under the 0 surface and then be glitched like that, but I realised that it wasn't that, because others vehicles and even mission objects (like construction, etc...) spawn at the right location, with a everything okay. I also tried to disable VCOMAI, which were throwing errors (for something else, but still errors) but it doesn't change a thing with spawned units. I am also running A3 Occupation mod, some units may spawn with CUP weapons (but this shouldn't affect the way they spawn). I've got others mods running too, if you think it is worth to put a list of running mods on the server I can do it. Thanks in advance, I apologize for typo errors, Missa